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Posted: Fri Jul 09, 2004 8:17 pm
by strafer
Ok. Just notify me when it's ready for testing

.
Have you tried out the script yet oxydo666? I always like to know if my information was helpful

.
Posted: Fri Jul 09, 2004 9:21 pm
by OxYdO666
Loll I did not so understand all the script!! Could you try to add His on my script of departure to see that he give? Please? Because I am sad I begin in the scripts
Code: Select all
spawn vehicles/tigertank.tik "targetname" "tiger1"
$tiger1.origin = ( xxx xxx xxx )
$tiger1.angle = xxx
$tiger1.gun = $tiger1 QueryTurretSlotEntity 0
$tiger1.gun2 = $tiger1 QueryTurretSlotEntity 1
$tiger1 solid
$node6.target = NULL
$tiger1 drive $node2
$tiger1 waittill drive
$tiger1 stop
$tiger1.gun setAimTarget $aim1
$tiger1.gun waittill ontarget
$tiger1.gun anim fire
Posted: Fri Jul 09, 2004 9:29 pm
by strafer
I don't understand what you mean.
Posted: Fri Jul 09, 2004 9:36 pm
by OxYdO666
I does not understand that you have to explain! can you make me add your script on mine to see that its gives? with the displacement and the shootings of the tank?? I am debutant in scipt
do you have a msn?
Posted: Sat Jul 10, 2004 5:04 am
by strafer
No I don't have msn...are you saying you want me to create your script for you? If so, I'll be happy to do so if I get the proper cedit for the work.
Posted: Sun Jul 11, 2004 10:17 pm
by OxYdO666
yes I would like that you create me a script of tank which draws and which moves in the hunt! please!??
it is the script of the hunt :
Code: Select all
/ THE HUNT
main:
setcvar "g_obj_alliedtext1" "- Find and destroy"
setcvar "g_obj_alliedtext2" "the Flak 88 cannon"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "- Defend the Flak 88"
setcvar "g_obj_axistext2" "cannon"
setcvar "g_obj_axistext3" " "
setcvar "g_scoreboardpic" "objdm1"
//////////////////////////
level waittill prespawn
//////////////////////////
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/obj/obj_team1.scr
exec global/ambient.scr obj_team1
//////////////////////////
level waittill spawn
//////////////////////////
level.defusing_team = "axis"
level.planting_team = "allies"
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
//////////////////////////
level waittill roundstart
//////////////////////////
//***********************************************
// bomb planting setup
//***********************************************
$flak88_weapon1_trigger thread flak88_random_setup $flak88_weapon1_explosive $flak88_weapon1 $flak88_target1 $flak88_base1 4
$flak88_weapon1_explosive thread global/obj_dm.scr::bomb_thinker
thread allies_win_thread $flak88_weapon1_explosive
$flak88_weapon1_explosive thread axis_win_timer
/////////////////////////////////////
///// objectives
// waitthread global/objectives.scr::reset_objectives
// waitthread global/objectives.scr::blank_objectives
// waitthread global/objectives.scr::add_objectives 1 2 "Find and destroy the Flak88" //$flak88_weapon1_trigger.origin
// wait 2
// waitthread global/objectives.scr::current_objectives 1
end
//*** --------------------------------------------
almost_there1:
//called by BSP
local.player = parm.other
if ( (local.player.dmteam != "allies") || (level.perimeter_breached == 1) )
end
iprintlnbold "The Allies have breached the perimeter!"
level.perimeter_breached = 1
end
//*** --------------------------------------------
allies_win_thread local.bomb1:
while (local.bomb1.exploded != 1)
wait .1
teamwin allies
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
//*** --------------------------------------------
flak88_random_setup local.explosive local.weapon local.point_at local.base local.number_of_locations:
local.location = ((randomint (local.number_of_locations)) + 1)
local.trigger_offset = self.origin - local.base.origin
local.weapon_offset = local.weapon.origin - local.base.origin
local.explosive_offset = local.explosive.origin - local.base.origin
local.point_at_offset = local.point_at.origin - local.base.origin
local.location = $("flak88_location" + local.location)
local.base.origin = local.location.origin
self.origin = local.trigger_offset + local.base.origin
local.weapon.origin = local.weapon_offset + local.base.origin
local.explosive.origin = local.explosive_offset + local.base.origin
local.point_at.origin = local.point_at_offset + local.base.origin
local.weapon setaimtarget local.point_at
end
//***********************************************
// first thread... controls allies using the trigger
//***********************************************
flak88_set_explosive_thinker local.bomb local.weapon:
local.bomb model items/pulse_explosive.tik
while (1)
{
println "waittill trigger " self
self waittill trigger
local.player = parm.other
//"local.player.dmteam", can be 'spectator', 'freeforall', 'allies' or 'axis'
if (local.player.dmteam !="allies")
{
goto flak88_set_explosive_thinker local.bomb local.weapon
println "failed dmteam check" local.player.dmteam
}
local.counter = 0
//add check for allies vs nazi
while ( (Isalive local.player) && (local.player cansee local.bomb level.bombusefov level.bomb_use_distance) && (local.player.useheld == 1) )
{
local.counter++
if ((local.counter % 5) == 0)
{
level.subtitleX = 100
level.subtitleY = 50
locprint level.subtitleX level.subtitleY("set "+ local.counter)
}
wait .1
if (local.counter >= level.bomb_set_time)
{
thread wait_for_axis local.bomb local.weapon
thread waittill_explode local.bomb local.weapon
local.bomb.live = 1
end
}
}
println "usetrigger but failed check"
if ! (local.bomb cansee local.player level.bombusefov level.bomb_use_distance)
println "failed cansee check"
if ! (local.player.useheld == 1)
println "failed useheld check" local.player.useheld
}
end
//***********************************************
// second thread... controls axis using the trigger
//***********************************************
wait_for_axis local.bomb local.weapon:
while (1)
{
self waittill trigger
local.player = parm.other
//"local.player.dmteam", can be 'spectator', 'freeforall', 'allies' or 'axis'
//add check for nazi
if (local.player.dmteam !="axis")
{ println "failed dmteam check" local.player.dmteam
goto wait_for_axis local.bomb local.weapon
}
local.counter = 0
while ( (Isalive local.player) && (local.player cansee local.bomb level.bombusefov level.bomb_use_distance) && (local.player.useheld == 1) )
{
local.counter++
if ((local.counter % 5) == 0)
{
level.subtitleX = 100
level.subtitleY = 70
locprint level.subtitleX level.subtitleY ("defuse "+local.counter)
}
wait .1
if (local.counter >= level.bomb_defuse_time)
{
thread flak88_set_explosive_thinker local.bomb local.weapon //start first thread again
local.bomb.live = 0
end
}
}
}
end
//***********************************************
// third thread... times the bomb and makes it explode at the right time
//***********************************************
waittill_explode local.bomb local.weapon:
local.bomb model items/explosive.tik
local.bomb playsound plantbomb
self loopsound bombtick
local.start_time = level.time
while (level.time < (local.start_time + level.bomb_tick_time))
{
wait .1
if (local.bomb.live != 1)
{
self stoploopsound
end
}
}
self stoploopsound
thread explode local.bomb local.weapon
self remove
end
//***********************************************
// fourth thread... controls the explosion
//***********************************************
explode local.bomb local.weapon:
///// shake the players view
thread jitter_large 0
local.temp = spawn script_model
local.temp.origin = self.origin
local.temp model "fx/fx_flak88_explosion.tik"
local.temp anim start
local.temp playsound explode_aagun
local.weapon model models/statweapons/flak88_d.tik
//origin damage radius constant damage or not
radiusdamage local.bomb.origin level.bomb_damage level.bomb_explosion_radius
local.bomb hide
teamwin allies
end
//******************************
// jitter large effect
// jitter_large [delay]
//******************************
jitter_large local.time:
if (local.time)
wait local.time
waitexec global/earthquake.scr .35 10 0 0
waitexec global/earthquake.scr .23 6 0 0
waitexec global/earthquake.scr 1 1 0 0
waitexec global/earthquake.scr 1.25 .3 0 1
end
Posted: Sun Jul 11, 2004 10:19 pm
by OxYdO666
yes could you add me has script the tank which deplace and which draws?? please!!!
this script of the hunt!
Code: Select all
/ THE HUNT
// ARCHITECTURE: NED/STEVE
// SCRIPTING: NED and lots of help from ZIED
main:
setcvar "g_obj_alliedtext1" "- Find and destroy"
setcvar "g_obj_alliedtext2" "the Flak 88 cannon"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "- Defend the Flak 88"
setcvar "g_obj_axistext2" "cannon"
setcvar "g_obj_axistext3" " "
setcvar "g_scoreboardpic" "objdm1"
//////////////////////////
level waittill prespawn
//////////////////////////
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/obj/obj_team1.scr
exec global/ambient.scr obj_team1
//////////////////////////
level waittill spawn
//////////////////////////
level.defusing_team = "axis"
level.planting_team = "allies"
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
//////////////////////////
level waittill roundstart
//////////////////////////
//***********************************************
// bomb planting setup
//***********************************************
$flak88_weapon1_trigger thread flak88_random_setup $flak88_weapon1_explosive $flak88_weapon1 $flak88_target1 $flak88_base1 4
$flak88_weapon1_explosive thread global/obj_dm.scr::bomb_thinker
thread allies_win_thread $flak88_weapon1_explosive
$flak88_weapon1_explosive thread axis_win_timer
/////////////////////////////////////
///// objectives
// waitthread global/objectives.scr::reset_objectives
// waitthread global/objectives.scr::blank_objectives
// waitthread global/objectives.scr::add_objectives 1 2 "Find and destroy the Flak88" //$flak88_weapon1_trigger.origin
// wait 2
// waitthread global/objectives.scr::current_objectives 1
end
//*** --------------------------------------------
almost_there1:
//called by BSP
local.player = parm.other
if ( (local.player.dmteam != "allies") || (level.perimeter_breached == 1) )
end
iprintlnbold "The Allies have breached the perimeter!"
level.perimeter_breached = 1
end
//*** --------------------------------------------
allies_win_thread local.bomb1:
while (local.bomb1.exploded != 1)
wait .1
teamwin allies
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
//*** --------------------------------------------
flak88_random_setup local.explosive local.weapon local.point_at local.base local.number_of_locations:
local.location = ((randomint (local.number_of_locations)) + 1)
local.trigger_offset = self.origin - local.base.origin
local.weapon_offset = local.weapon.origin - local.base.origin
local.explosive_offset = local.explosive.origin - local.base.origin
local.point_at_offset = local.point_at.origin - local.base.origin
local.location = $("flak88_location" + local.location)
local.base.origin = local.location.origin
self.origin = local.trigger_offset + local.base.origin
local.weapon.origin = local.weapon_offset + local.base.origin
local.explosive.origin = local.explosive_offset + local.base.origin
local.point_at.origin = local.point_at_offset + local.base.origin
local.weapon setaimtarget local.point_at
end
//***********************************************
// first thread... controls allies using the trigger
//***********************************************
flak88_set_explosive_thinker local.bomb local.weapon:
local.bomb model items/pulse_explosive.tik
while (1)
{
println "waittill trigger " self
self waittill trigger
local.player = parm.other
//"local.player.dmteam", can be 'spectator', 'freeforall', 'allies' or 'axis'
if (local.player.dmteam !="allies")
{
goto flak88_set_explosive_thinker local.bomb local.weapon
println "failed dmteam check" local.player.dmteam
}
local.counter = 0
//add check for allies vs nazi
while ( (Isalive local.player) && (local.player cansee local.bomb level.bombusefov level.bomb_use_distance) && (local.player.useheld == 1) )
{
local.counter++
if ((local.counter % 5) == 0)
{
level.subtitleX = 100
level.subtitleY = 50
locprint level.subtitleX level.subtitleY("set "+ local.counter)
}
wait .1
if (local.counter >= level.bomb_set_time)
{
thread wait_for_axis local.bomb local.weapon
thread waittill_explode local.bomb local.weapon
local.bomb.live = 1
end
}
}
println "usetrigger but failed check"
if ! (local.bomb cansee local.player level.bombusefov level.bomb_use_distance)
println "failed cansee check"
if ! (local.player.useheld == 1)
println "failed useheld check" local.player.useheld
}
end
//***********************************************
// second thread... controls axis using the trigger
//***********************************************
wait_for_axis local.bomb local.weapon:
while (1)
{
self waittill trigger
local.player = parm.other
//"local.player.dmteam", can be 'spectator', 'freeforall', 'allies' or 'axis'
//add check for nazi
if (local.player.dmteam !="axis")
{ println "failed dmteam check" local.player.dmteam
goto wait_for_axis local.bomb local.weapon
}
local.counter = 0
while ( (Isalive local.player) && (local.player cansee local.bomb level.bombusefov level.bomb_use_distance) && (local.player.useheld == 1) )
{
local.counter++
if ((local.counter % 5) == 0)
{
level.subtitleX = 100
level.subtitleY = 70
locprint level.subtitleX level.subtitleY ("defuse "+local.counter)
}
wait .1
if (local.counter >= level.bomb_defuse_time)
{
thread flak88_set_explosive_thinker local.bomb local.weapon //start first thread again
local.bomb.live = 0
end
}
}
}
end
//***********************************************
// third thread... times the bomb and makes it explode at the right time
//***********************************************
waittill_explode local.bomb local.weapon:
local.bomb model items/explosive.tik
local.bomb playsound plantbomb
self loopsound bombtick
local.start_time = level.time
while (level.time < (local.start_time + level.bomb_tick_time))
{
wait .1
if (local.bomb.live != 1)
{
self stoploopsound
end
}
}
self stoploopsound
thread explode local.bomb local.weapon
self remove
end
//***********************************************
// fourth thread... controls the explosion
//***********************************************
explode local.bomb local.weapon:
///// shake the players view
thread jitter_large 0
local.temp = spawn script_model
local.temp.origin = self.origin
local.temp model "fx/fx_flak88_explosion.tik"
local.temp anim start
local.temp playsound explode_aagun
local.weapon model models/statweapons/flak88_d.tik
//origin damage radius constant damage or not
radiusdamage local.bomb.origin level.bomb_damage level.bomb_explosion_radius
local.bomb hide
teamwin allies
end
//******************************
// jitter large effect
// jitter_large [delay]
//******************************
jitter_large local.time:
if (local.time)
wait local.time
waitexec global/earthquake.scr .35 10 0 0
waitexec global/earthquake.scr .23 6 0 0
waitexec global/earthquake.scr 1 1 0 0
waitexec global/earthquake.scr 1.25 .3 0 1
end
Posted: Sun Jul 11, 2004 10:21 pm
by OxYdO666
yes could you add me has script the tank which deplace and which draws?? please!!!
this script of the hunt!
Code: Select all
/ THE HUNT
// ARCHITECTURE: NED/STEVE
// SCRIPTING: NED and lots of help from ZIED
main:
setcvar "g_obj_alliedtext1" "- Find and destroy"
setcvar "g_obj_alliedtext2" "the Flak 88 cannon"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "- Defend the Flak 88"
setcvar "g_obj_axistext2" "cannon"
setcvar "g_obj_axistext3" " "
setcvar "g_scoreboardpic" "objdm1"
//////////////////////////
level waittill prespawn
//////////////////////////
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/obj/obj_team1.scr
exec global/ambient.scr obj_team1
//////////////////////////
level waittill spawn
//////////////////////////
level.defusing_team = "axis"
level.planting_team = "allies"
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
//////////////////////////
level waittill roundstart
//////////////////////////
//***********************************************
// bomb planting setup
//***********************************************
$flak88_weapon1_trigger thread flak88_random_setup $flak88_weapon1_explosive $flak88_weapon1 $flak88_target1 $flak88_base1 4
$flak88_weapon1_explosive thread global/obj_dm.scr::bomb_thinker
thread allies_win_thread $flak88_weapon1_explosive
$flak88_weapon1_explosive thread axis_win_timer
/////////////////////////////////////
///// objectives
// waitthread global/objectives.scr::reset_objectives
// waitthread global/objectives.scr::blank_objectives
// waitthread global/objectives.scr::add_objectives 1 2 "Find and destroy the Flak88" //$flak88_weapon1_trigger.origin
// wait 2
// waitthread global/objectives.scr::current_objectives 1
end
//*** --------------------------------------------
almost_there1:
//called by BSP
local.player = parm.other
if ( (local.player.dmteam != "allies") || (level.perimeter_breached == 1) )
end
iprintlnbold "The Allies have breached the perimeter!"
level.perimeter_breached = 1
end
//*** --------------------------------------------
allies_win_thread local.bomb1:
while (local.bomb1.exploded != 1)
wait .1
teamwin allies
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
//*** --------------------------------------------
flak88_random_setup local.explosive local.weapon local.point_at local.base local.number_of_locations:
local.location = ((randomint (local.number_of_locations)) + 1)
local.trigger_offset = self.origin - local.base.origin
local.weapon_offset = local.weapon.origin - local.base.origin
local.explosive_offset = local.explosive.origin - local.base.origin
local.point_at_offset = local.point_at.origin - local.base.origin
local.location = $("flak88_location" + local.location)
local.base.origin = local.location.origin
self.origin = local.trigger_offset + local.base.origin
local.weapon.origin = local.weapon_offset + local.base.origin
local.explosive.origin = local.explosive_offset + local.base.origin
local.point_at.origin = local.point_at_offset + local.base.origin
local.weapon setaimtarget local.point_at
end
//***********************************************
// first thread... controls allies using the trigger
//***********************************************
flak88_set_explosive_thinker local.bomb local.weapon:
local.bomb model items/pulse_explosive.tik
while (1)
{
println "waittill trigger " self
self waittill trigger
local.player = parm.other
//"local.player.dmteam", can be 'spectator', 'freeforall', 'allies' or 'axis'
if (local.player.dmteam !="allies")
{
goto flak88_set_explosive_thinker local.bomb local.weapon
println "failed dmteam check" local.player.dmteam
}
local.counter = 0
//add check for allies vs nazi
while ( (Isalive local.player) && (local.player cansee local.bomb level.bombusefov level.bomb_use_distance) && (local.player.useheld == 1) )
{
local.counter++
if ((local.counter % 5) == 0)
{
level.subtitleX = 100
level.subtitleY = 50
locprint level.subtitleX level.subtitleY("set "+ local.counter)
}
wait .1
if (local.counter >= level.bomb_set_time)
{
thread wait_for_axis local.bomb local.weapon
thread waittill_explode local.bomb local.weapon
local.bomb.live = 1
end
}
}
println "usetrigger but failed check"
if ! (local.bomb cansee local.player level.bombusefov level.bomb_use_distance)
println "failed cansee check"
if ! (local.player.useheld == 1)
println "failed useheld check" local.player.useheld
}
end
//***********************************************
// second thread... controls axis using the trigger
//***********************************************
wait_for_axis local.bomb local.weapon:
while (1)
{
self waittill trigger
local.player = parm.other
//"local.player.dmteam", can be 'spectator', 'freeforall', 'allies' or 'axis'
//add check for nazi
if (local.player.dmteam !="axis")
{ println "failed dmteam check" local.player.dmteam
goto wait_for_axis local.bomb local.weapon
}
local.counter = 0
while ( (Isalive local.player) && (local.player cansee local.bomb level.bombusefov level.bomb_use_distance) && (local.player.useheld == 1) )
{
local.counter++
if ((local.counter % 5) == 0)
{
level.subtitleX = 100
level.subtitleY = 70
locprint level.subtitleX level.subtitleY ("defuse "+local.counter)
}
wait .1
if (local.counter >= level.bomb_defuse_time)
{
thread flak88_set_explosive_thinker local.bomb local.weapon //start first thread again
local.bomb.live = 0
end
}
}
}
end
//***********************************************
// third thread... times the bomb and makes it explode at the right time
//***********************************************
waittill_explode local.bomb local.weapon:
local.bomb model items/explosive.tik
local.bomb playsound plantbomb
self loopsound bombtick
local.start_time = level.time
while (level.time < (local.start_time + level.bomb_tick_time))
{
wait .1
if (local.bomb.live != 1)
{
self stoploopsound
end
}
}
self stoploopsound
thread explode local.bomb local.weapon
self remove
end
//***********************************************
// fourth thread... controls the explosion
//***********************************************
explode local.bomb local.weapon:
///// shake the players view
thread jitter_large 0
local.temp = spawn script_model
local.temp.origin = self.origin
local.temp model "fx/fx_flak88_explosion.tik"
local.temp anim start
local.temp playsound explode_aagun
local.weapon model models/statweapons/flak88_d.tik
//origin damage radius constant damage or not
radiusdamage local.bomb.origin level.bomb_damage level.bomb_explosion_radius
local.bomb hide
teamwin allies
end
//******************************
// jitter large effect
// jitter_large [delay]
//******************************
jitter_large local.time:
if (local.time)
wait local.time
waitexec global/earthquake.scr .35 10 0 0
waitexec global/earthquake.scr .23 6 0 0
waitexec global/earthquake.scr 1 1 0 0
waitexec global/earthquake.scr 1.25 .3 0 1
end
Posted: Sun Jul 11, 2004 10:21 pm
by OxYdO666
yes could you add me has script the tank which deplace and which draws?? please!!!
this script of the hunt!
Code: Select all
/ THE HUNT
// ARCHITECTURE: NED/STEVE
// SCRIPTING: NED and lots of help from ZIED
main:
setcvar "g_obj_alliedtext1" "- Find and destroy"
setcvar "g_obj_alliedtext2" "the Flak 88 cannon"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "- Defend the Flak 88"
setcvar "g_obj_axistext2" "cannon"
setcvar "g_obj_axistext3" " "
setcvar "g_scoreboardpic" "objdm1"
//////////////////////////
level waittill prespawn
//////////////////////////
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/obj/obj_team1.scr
exec global/ambient.scr obj_team1
//////////////////////////
level waittill spawn
//////////////////////////
level.defusing_team = "axis"
level.planting_team = "allies"
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
//////////////////////////
level waittill roundstart
//////////////////////////
//***********************************************
// bomb planting setup
//***********************************************
$flak88_weapon1_trigger thread flak88_random_setup $flak88_weapon1_explosive $flak88_weapon1 $flak88_target1 $flak88_base1 4
$flak88_weapon1_explosive thread global/obj_dm.scr::bomb_thinker
thread allies_win_thread $flak88_weapon1_explosive
$flak88_weapon1_explosive thread axis_win_timer
/////////////////////////////////////
///// objectives
// waitthread global/objectives.scr::reset_objectives
// waitthread global/objectives.scr::blank_objectives
// waitthread global/objectives.scr::add_objectives 1 2 "Find and destroy the Flak88" //$flak88_weapon1_trigger.origin
// wait 2
// waitthread global/objectives.scr::current_objectives 1
end
//*** --------------------------------------------
almost_there1:
//called by BSP
local.player = parm.other
if ( (local.player.dmteam != "allies") || (level.perimeter_breached == 1) )
end
iprintlnbold "The Allies have breached the perimeter!"
level.perimeter_breached = 1
end
//*** --------------------------------------------
allies_win_thread local.bomb1:
while (local.bomb1.exploded != 1)
wait .1
teamwin allies
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
//*** --------------------------------------------
flak88_random_setup local.explosive local.weapon local.point_at local.base local.number_of_locations:
local.location = ((randomint (local.number_of_locations)) + 1)
local.trigger_offset = self.origin - local.base.origin
local.weapon_offset = local.weapon.origin - local.base.origin
local.explosive_offset = local.explosive.origin - local.base.origin
local.point_at_offset = local.point_at.origin - local.base.origin
local.location = $("flak88_location" + local.location)
local.base.origin = local.location.origin
self.origin = local.trigger_offset + local.base.origin
local.weapon.origin = local.weapon_offset + local.base.origin
local.explosive.origin = local.explosive_offset + local.base.origin
local.point_at.origin = local.point_at_offset + local.base.origin
local.weapon setaimtarget local.point_at
end
//***********************************************
// first thread... controls allies using the trigger
//***********************************************
flak88_set_explosive_thinker local.bomb local.weapon:
local.bomb model items/pulse_explosive.tik
while (1)
{
println "waittill trigger " self
self waittill trigger
local.player = parm.other
//"local.player.dmteam", can be 'spectator', 'freeforall', 'allies' or 'axis'
if (local.player.dmteam !="allies")
{
goto flak88_set_explosive_thinker local.bomb local.weapon
println "failed dmteam check" local.player.dmteam
}
local.counter = 0
//add check for allies vs nazi
while ( (Isalive local.player) && (local.player cansee local.bomb level.bombusefov level.bomb_use_distance) && (local.player.useheld == 1) )
{
local.counter++
if ((local.counter % 5) == 0)
{
level.subtitleX = 100
level.subtitleY = 50
locprint level.subtitleX level.subtitleY("set "+ local.counter)
}
wait .1
if (local.counter >= level.bomb_set_time)
{
thread wait_for_axis local.bomb local.weapon
thread waittill_explode local.bomb local.weapon
local.bomb.live = 1
end
}
}
println "usetrigger but failed check"
if ! (local.bomb cansee local.player level.bombusefov level.bomb_use_distance)
println "failed cansee check"
if ! (local.player.useheld == 1)
println "failed useheld check" local.player.useheld
}
end
//***********************************************
// second thread... controls axis using the trigger
//***********************************************
wait_for_axis local.bomb local.weapon:
while (1)
{
self waittill trigger
local.player = parm.other
//"local.player.dmteam", can be 'spectator', 'freeforall', 'allies' or 'axis'
//add check for nazi
if (local.player.dmteam !="axis")
{ println "failed dmteam check" local.player.dmteam
goto wait_for_axis local.bomb local.weapon
}
local.counter = 0
while ( (Isalive local.player) && (local.player cansee local.bomb level.bombusefov level.bomb_use_distance) && (local.player.useheld == 1) )
{
local.counter++
if ((local.counter % 5) == 0)
{
level.subtitleX = 100
level.subtitleY = 70
locprint level.subtitleX level.subtitleY ("defuse "+local.counter)
}
wait .1
if (local.counter >= level.bomb_defuse_time)
{
thread flak88_set_explosive_thinker local.bomb local.weapon //start first thread again
local.bomb.live = 0
end
}
}
}
end
//***********************************************
// third thread... times the bomb and makes it explode at the right time
//***********************************************
waittill_explode local.bomb local.weapon:
local.bomb model items/explosive.tik
local.bomb playsound plantbomb
self loopsound bombtick
local.start_time = level.time
while (level.time < (local.start_time + level.bomb_tick_time))
{
wait .1
if (local.bomb.live != 1)
{
self stoploopsound
end
}
}
self stoploopsound
thread explode local.bomb local.weapon
self remove
end
//***********************************************
// fourth thread... controls the explosion
//***********************************************
explode local.bomb local.weapon:
///// shake the players view
thread jitter_large 0
local.temp = spawn script_model
local.temp.origin = self.origin
local.temp model "fx/fx_flak88_explosion.tik"
local.temp anim start
local.temp playsound explode_aagun
local.weapon model models/statweapons/flak88_d.tik
//origin damage radius constant damage or not
radiusdamage local.bomb.origin level.bomb_damage level.bomb_explosion_radius
local.bomb hide
teamwin allies
end
//******************************
// jitter large effect
// jitter_large [delay]
//******************************
jitter_large local.time:
if (local.time)
wait local.time
waitexec global/earthquake.scr .35 10 0 0
waitexec global/earthquake.scr .23 6 0 0
waitexec global/earthquake.scr 1 1 0 0
waitexec global/earthquake.scr 1.25 .3 0 1
end
Posted: Mon Jul 12, 2004 4:46 am
by strafer
You only need to reply once

.
Ok. I'll make the script for you. But you have to do one of two things for me. Either get the origins and angles you would like the tank to move to and the origins where you would like the tank to fire at. Or, you could come into my server and you can show me where you want all of that to be at.
Either e-mail me or just continue the post here. My e-mail is
mlazo10@hotmail.com
Posted: Mon Jul 12, 2004 5:11 am
by blue60007
Yeah, 1's enough.

Also can you resize your avatar? That's why there's an 80x80 limit for uploads, while there is none for off-site ones, I think 128x128 is really the biggest you can get without throwing the forums off whack...

Posted: Mon Jul 12, 2004 6:13 am
by Krane
WOW...

..That's the biggest avatar I've ever seen...Yeah, resize it

Posted: Wed Jul 14, 2004 4:51 pm
by OxYdO666
afflicted for the misadventure and the post

.. thx. I would show you or to place all its! what it is the IP of your waiter?? and my messenger is
vampire12016@hotmail.com
Posted: Wed Jul 14, 2004 6:08 pm
by strafer
OxYdO666 wrote:afflicted for the misadventure and the post

.. thx. I would show you or to place all its! what it is the IP of your waiter?? and my messenger is
vampire12016@hotmail.com
Mine is
mlazo10@hotmail.com I added you to my contatct list already.
Posted: Wed Jul 14, 2004 7:22 pm
by OxYdO666
I have you to add in my list of contact! But you do not connect..