Exploding walls with detonator !?!

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mcunha98
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Exploding walls with detonator !?!

Post by mcunha98 »

Hi,

I read and create a test of tutorial created by Nemesis about Destroy Walls using a trigger multiple and script object encapsuled with calls in exploder.scr

Really work, in my test i put a BENZINE BARREL with Function barrel to gas, and when i explode the barrel, it explode the wall together.

My question ( a better version of this concept ) is how i put for example a static detonator and using a trigger i activate the trigger multiple exploding a wall for example ?
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tltrude
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explodingdoor

Post by tltrude »

There are things like that in my explodingdoor tutorial map--down stairs. Click on my signature logo to find it.

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Tom Trude,

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mcunha98
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Re: explodingdoor

Post by mcunha98 »

Hi TlTrude,

Thanks for your indication, i will see with more time.
But, in tutorial of Nemesis, i find a bug (or another "thing" not explained), about 3 questions:

1) If i give a simple shot into a houve, it is destroyed !
How i change this "interaction", explosing this house only a barrel or a detonator ?

2) The "FX" effect dont work using the "explodefire" targetname !

3) This tutorial dont explain how i make the "illusion" of explosion using pieces (parts) of cracked/damaged solids, example, if i explode a wall, how a make a piece of wall "flying" to create the illusion ?


I know, many peoples will tell to view a compiled map or another thing, but i cant understand the teory of process (objects into a trigger multiple).
Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

try this websites tuts instead :wink:
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The Fungus Theme song!!!

Code: Select all

while (local.player istouching self)
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mcunha98
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Post by mcunha98 »

Well, i get the map of TlTrude.
Really its a very cool reference of many techniques and complex operations about triggers and anothers objects/scripts.

But the map have operations, i dont understand some process...

1) The door its a function crate with barrel exploding:
Image
Image


2) The rocks have correct explosion effect to destroy, but have a detonator.
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How i group the barrel to explode a door but without use the crate function like tutorial ????????????/
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tltrude
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exploder

Post by tltrude »

Have you read the global/exploder.scr script? It has a small tutorial at the top. In it it tells about "exploderchunk". They are the things that fly out when the exploder is set off. Exploderchunks are script_objects that target script_origins--just like the rocks that fly out in my map.

The water mine has a shootable trigger.
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mcunha98
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Re: exploder

Post by mcunha98 »

tltrude wrote:Have you read the global/exploder.scr script? It has a small tutorial at the top. In it it tells about "exploderchunk". They are the things that fly out when the exploder is set off. Exploderchunks are script_objects that target script_origins--just like the rocks that fly out in my map.

The water mine has a shootable trigger.

OK OK OK....
The exploderchunk process i understand.
Only i do not understand how i tell for engine, when the BARREL explode, execute the TRIGGER MULTIPLE action (exploding a wall for example - without using crate function).

I need a "target" or "targetname" to link the barrel (or a script object in format of barrel) with the trigger multiple ???
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tltrude
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trigger

Post by tltrude »

Check the trigger_multiple on the exploding water mine. Notice how the "Damage" flag is set. That makes it fire when the "health" drops to 0.

You can set off your exploder like this in the script.

$barrel_trigger waittill trigger
thread global/exploder.scr::explode 3 // activates all #set 3 parts


And add earthquakes like this.

waitexec global/earthquake.scr .3 1.5 0 0
waitexec global/earthquake.scr .35 .75 0 0


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mcunha98
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Re: trigger

Post by mcunha98 »

tltrude wrote: You can set off your exploder like this in the script.

$barrel_trigger waittill trigger
thread global/exploder.scr::explode 3 // activates all #set 3 parts
Ahhhhhhhhhhhhhhhhhhhhhhhhh !!!
Like i suspect, exist a group of "objects" working with "script" to make the final result. Ok, i will see the water mine to understand the process.

Thanks !
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tltrude
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barrel

Post by tltrude »

It is probably best to use an exploder for the barrel. A func_barrel will work, with a trigger inside, but I have found that it is hard to adjust the health of the barrel and the trigger to explode at the same time.

So, making the barrel part of the door exploder will make sure they both go off. You can also set a #pause value, so the door goes slightly after the barrel.
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Re: barrel

Post by mcunha98 »

tltrude wrote:It is probably best to use an exploder for the barrel.
Only to i understand, when you tell "use an exploder for the barrel", you tell to i select in drop down menu a exploder function and not the function -> barrel, is this ?
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tltrude
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No

Post by tltrude »

No, I mean to make the barrel explode as part of the door exploder. Add explodersmashed, exploderfire, and exploderchunk for the barrel too.

In other words, the parts of the barrel should have the same targetnames and #set number as the door exploder parts.

Your door is an exploder, right?
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mcunha98
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Post by mcunha98 »

Is this ????

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tltrude
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friend

Post by tltrude »

You need a friend that reads english better.

Picture is ok, but much is missing.
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Re: friend

Post by mcunha98 »

tltrude wrote:You need a friend that reads english better.
No is this the problem.
I understand your explain :lol:
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