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blast mark

Posted: Sun Jul 14, 2002 9:58 pm
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.

Posted: Sun Jul 14, 2002 10:20 pm
by kdja
is there not one in FX/Explosions ??
in the right click menu


kdja

Posted: Mon Jul 15, 2002 1:44 pm
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?

confused

Posted: Tue Jul 16, 2002 3:27 pm
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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