Script queryon Random_explode??

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tltrude
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blast mark

Post by tltrude »

yeah, I saw that weird decal thing, but I think that is just for adding static decals. I'm sure there is an easier way to add an animated effect.
Tom Trude,

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kdja
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Post by kdja »

is there not one in FX/Explosions ??
in the right click menu


kdja
Wombat
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Post by Wombat »

kdja
did you just change the underscore for the sound.origin

ie

$random_explode3.origin playsound arty_leadinmp

if that didn't work

try it as

$random_explode3_origin.origin playsound arty_leadinmp

ie [$targetname].origin

question : do you have to put a number after the alias?
in the ubersound.scr file it is arty_leadinmp 1 through to 8
Or does it play them randomly?
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tltrude
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confused

Post by tltrude »

I think yer confusing him Wombat. The original script for random explosions can be found in "obj_teame3.scr". It has this:

$random_explode3_origin playsound arty_leadinmp

So the targetname of the script origin above the random exploder 3 emitter should be "random_explode3_origin" in both the map and the script.

Good question on the leadin sound numbers. None of them in the obj_team3 script have numbers. Now I'm not sure if they work or not. Although, I'm pretty sure I have heard them while playing the obj_team3 map. I can't find anything in the script that assigns random numbers to that sound.

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Tom Trude,

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