this moves (the v2 and the launch tower) to the launch bay where
the V2 will take off.
The allies have to blow up the v2 before it can launch.
in my script the V2 is an exploder and all works until the v2 blows up.
The exploder explodes with exploder chunks flying about but the V2
is still there after the explosion.
the thread is below...it all works apart from leaving the v2 behind after the
explosion.
The explosion is called from a trigger that uses the global/exploder.scr::main script.
The bomb can be set, it does explode, the debris flies about but the V2 remains.
$r1 - $r4 are the origins used for the exploderchunks
$exploder is the V2
What do I need to do to make the V2 dissapear after the explosion?
Code: Select all
rocketdoor:
$speaker1 playsound 2min_snd
$speaker2 playsound 2min_snd
$rocket_door moveto $doordown
$rocket_door_speaker loopsound rocket_door_snd
$rocket_door waitmove
$rocket_door_speaker stoploopsound
$exploderfire bind $exploder
$r1 bind $rocket_tower
$r2 bind $rocket_tower
$r3 bind $rocket_tower
$r4 bind $rocket_tower
$fire bind $exploder
$fire1 bind $exploder
$v2_launch_speaker bind $rocket_tower
$v2_clip bind $rocket_tower
$exploderchunk bind $rocket_tower
$v2_metal_clip bind $rocket_tower
$exploder bind $rocket_tower
$rocket_tower time 20
$v2_launch_speaker loopsound platform_move_snd
$rocket_tower moveto $rocket_tower_wap
$rocket_tower waitmove
$v2_launch_speaker stoploopsound platform_move_snd
$exploder unbind $rocket_tower
wait 40
$speaker1 playsound 1min_snd
$speaker2 playsound 1min_snd
waiit 30
$speaker1 playsound 30secs_snd
$speaker2 playsound 30secs_snd
wait 20
$speaker1 playsound 10secs_snd
$speaker2 playsound 10secs_snd
wait 10
$v2_launch_speaker playsound v2takeoff_snd
$fire show
$fire1 show
$firehurt triggerable
$exploder moveto $wap2
$exploder waitmove
$exploder hide
$fire hide
$fire1 hide
$firehurt nottriggerable
teamwin axis
end

