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Posted: Fri Aug 01, 2003 9:06 pm
by LT.BARNES
you have a Very good point. i will go check that. if this is so MAN how much of a NOOB i feel
Posted: Fri Aug 01, 2003 9:14 pm
by LT.BARNES
right still no sound of tank and only see the tank fire when told to, but no explosion?
this is what my scr looks like now.
tiger:
$tiger1.Path = $node1 // Set the tank path.
$tiger1.TankSpeed = 7 // Set the tank speed value.
$tiger1.Acceleration = 30 // Set the tank acceleration value.
$tiger1.ReachDistance = 200 // Set the tank reaching distance value.
$tiger1.LookAhead = 64 // Set the tank look ahead value
$tiger1 setcollisionentity self.target // Set the tank collision mask
$tiger1.angle = 360
local.gun = $tiger1 QueryTurretSlotEntity 0
$tiger1 nodamage
tankagain:
$node1.target = NULL
$tiger1 drive $node1
$tiger1 waittill drive
$tiger1 stop
local.gun setAimTarget $aim1
local.gun waittill ontarget
local.gun startfiring
wait 1
local.gun stopFiring
wait 5
$node2.target = $node3
$node3.target = $node4
$node4.target = NULL
$tiger1 drive $node2
$tiger1 waittill drive
$tiger1 stop
local.gun setAimTarget $aim2
local.gun waittill ontarget
local.gun startfiring
wait 1
local.gun stopFiring
wait 5
$node5.target = NULL
$tiger1 drive $node5
$tiger1 waittill drive
$tiger1 stop
local.gun setAimTarget $aim3
local.gun waittill ontarget
local.gun startfiring
wait 1
local.gun stopFiring
wait 5
only a few paths shown^
Posted: Sat Aug 02, 2003 8:04 am
by Bilko
Right, it seems I might be able to help as I've just done something vaguely similar with some flak88's.
For the explosion: I followed a tutorial where the explosion effect was spawned into the map by the gun fire script, then removed after the explosion. This is what it looks like:
local.Exp1 = spawn "fx/scriptbazookaexplosion.tik" //Spawns the fx
local.Exp1.origin = local.a //Located the explosion at the target
local.Exp1 anim start // Does the effect
That is part of a bigger script where local.a is the target so you might need to change it a bit.
For the sounds: You are probably getting an error in console about an aliascache in ubersound etc etc. I was with my flak guns, I used JV's new ubersound work around and they work great, you can find it here:
viewtopic.php?t=4210
Hope that helps.
Bilko.
PS. The script I used for my flak88's includes a random aiming script so the explosion isn't in the same place every time. I'll give you that if you want too.

Posted: Sat Aug 02, 2003 9:10 pm
by LT.BARNES
tryed it and STILL NO SOUND GRRR.
can i send someone my test map of the tank?? plz i want this tank to have it's sound and the explosions to work, not jus animation of the tank firing
Posted: Sun Aug 03, 2003 7:31 pm
by LT.BARNES
my rain doesn't make sound in my mp map either!!!????
what is goin on??
on all the other levels i hear the rain, but in the mp level i have made, no rain sound?
i have added global/weather.scr
Posted: Sun Aug 03, 2003 7:34 pm
by Alcoholic
since this is a mp map, did you put it in the right folder?
Posted: Sun Aug 03, 2003 8:08 pm
by LT.BARNES
yes
Posted: Mon Aug 04, 2003 12:32 pm
by Bilko
i think its to do with the ubersound. If that is the problem it will come up in console. Yes, I'll have a look at your map, not that I'll be able to do much. My MSN is
shuriken1@supanet.com, you can send it on that.
Bilko.
Posted: Mon Aug 04, 2003 3:44 pm
by small_sumo
jv made some ocde for me in my bridge map, might be helpful with yer tank.
