Plane that causes damage.
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Plane that causes damage.
Can some one piont my to a tut or tell me how to make a plane cause damage.
Last edited by Classic on Fri Jan 27, 2006 12:21 am, edited 1 time in total.
I can do both

DL the test bomber, it has the map file so you can open it and study it.
http://smallsumo.punkassfraggers.com/tltrude/
sry couldn't resist

DL the test bomber, it has the map file so you can open it and study it.
http://smallsumo.punkassfraggers.com/tltrude/
sry couldn't resist
"all the governments in the world are corrupt and in the hands of the Illuminati"
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PKM
- General
- Posts: 1888
- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)
so glad you did that , i wan't going to touch this one with a ten foot bra strap.hogleg wrote:I can do both
DL the test bomber, it has the map file so you can open it and study it.
http://smallsumo.punkassfraggers.com/tltrude/
sry couldn't resist
i'm not f****** angry, i'm from philadelphia .


What is that supposed to mean?PKM wrote:so glad you did that , i wan't going to touch this one with a ten foot bra strap.hogleg wrote:I can do both
DL the test bomber, it has the map file so you can open it and study it.
http://smallsumo.punkassfraggers.com/tltrude/
sry couldn't resist
But any way thanks hogleg. Man thoes maps of your are cool. And the scripting is amazing. I'm going to learn alot!
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PKM
- General
- Posts: 1888
- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)
i personally appologize for hog pointing out in a NON humurous way that you had mispelt ''tut'' in your original post. hog is a maverick of sorts around here and if it wasn't for him having seedy pictures of jv_map and crew durring a weekend in vegas involving three midgets, a warrior who needed food badly, one mule and a blind chinaman; he'd have been banned a long time ago.Classic wrote:
What is that supposed to mean?
i'm not f****** angry, i'm from philadelphia .


Don't thank me, thank Tltrude for making them and sharing the .map!Classic wrote: But any way thanks hogleg. Man thoes maps of your are cool. And the scripting is amazing. I'm going to learn alot!
I thought one of the planes drops a bomb on a wall and destroys it....
pkm...lol
"all the governments in the world are corrupt and in the hands of the Illuminati"
death water
Here is an old script by Duncan Weir for water.
Code: Select all
//***************************************************************
//*** death_water script
//*** modifed version of the MOHAA minefield
//*** modifed by Duncan Weir May 2002
//*** The player enters the water, and within 10 secs
//*** if he's still in the water he'll start to drown.
//
//*** The main thread is called by this script and should not be called by the
//*** level script itsself. Use "exec global/death_water.scr::deathwater_setup"
//*** in your level script and place this script in global.
//
//*** syntax ------------------------------------
//
// trigger_multiple settings
// targetname = deathwater<index number for the array of deathwater triggers>
// #startdrowntime = set to number of seconds a player can be in the water
// before drowning starts // default 10
// #timetodrown = set to number of seconds a player takes to
// drown // default 10
//***************************************************************
deathwater local.index:
thread debugtext ("THREAD: deathwater = " + local.index)
if ($deathwater[local.index].startdrowntime == NIL)
local.startdrowntime = 10
else
local.startdrowntime = $deathwater[local.index].startdrowntime
if ($deathwater[local.index].timetodrown == NIL)
local.timetodrown = 10
else
local.timetodrown = $deathwater[local.index].timetodrown
local.radius = 40 // radius of the damage - only in local player area
thread debugtext (" Radius = " + local.radius)
local.damage = 100 / local.timetodrown // calculate damage per second
thread debugtext (" Damage = " + local.damage)
deathwater_loop:
thread debugtext "THREAD: deathwater_loop"
$deathwater[local.index] waittill trigger
local.sucker = parm.other // gets the player info
thread debugtext " deathwater triggered"
thread debugtext (" local.sucker = " + local.sucker)
wait ( local.startdrowntime )
deathwater_drown_loop:
if (local.sucker istouching $deathwater[local.index] == 1)
{
thread debugtext " Player is drowning"
radiusdamage local.sucker.origin local.damage local.radius
wait 1 // wait 1 second
goto deathwater_drown_loop
}
goto deathwater_loop
thread debugtext ("END THREAD: deathwater = " + local.index)
end
//*************************************************
//*** setup the deathwater(s)
//*** the level scripts should call this thread
//*************************************************
deathwater_setup:
thread debugtext "THREAD: deathwater_setup"
if ($deathwater == NULL)
{
thread debugtext " There is no deathwater in the map!!!"
local.deathwaters = 0
goto deathwater_setup_end
}
else
local.deathwaters = $deathwater.size
thread debugtext (" There are " + local.deathwaters + " deathwaters in this map")
for (local.i = 1 ; local.i <= $deathwater.size ; local.i ++)
{
thread deathwater local.i
}
deathwater_setup_end:
thread debugtext "END THREAD: deathwater_setup"
end
// text only output if debug mode is turned on
debugtext local.text:
if (level.debug == 1)
println local.text
end
