Page 2 of 2
Posted: Wed Aug 04, 2004 6:31 am
by bdbodger
Just make the corona at the location of the func_beam and then hide it . Show it when you activate the beam for a moment then hide it again . For damage you can do a trace from the func_beam to a spot below the terrain where the trace hits is were you do the damage .
Posted: Sat Aug 14, 2004 5:38 am
by unmonitrd
bdbodger wrote:Just make the corona at the location of the func_beam and then hide it . Show it when you activate the beam for a moment then hide it again . For damage you can do a trace from the func_beam to a spot below the terrain where the trace hits is were you do the damage .
Like I'd said, I've never worked with coronas before (unless they came in a bottle with a lime wedge - sorry I had to make that pained, obvious joke.) From what I'm getting...I can make a corona at the impact point (which IS cool) but is there no way to make a corona trace the general func_beam path down the length of the bolt? Or maybe a series of coronas? Something to give the whole beam a glow?
[later edit] - ok so I did some looking. First I struggled with putting a glow at the impact point. Initially trying to put a script model at the impact point kept causing the script to break. I searched & found that I would have to make a script origin, is that right? For some reason the script wasn't breaking, but the corona wasn't there (without any show/hide usage yet.) Then as I was doing some more research I figured it might be possible to use some of the idea in the spotlight & lighthouse thread discussions to create a corona along the bolt.
Then I got REALLY tired & (having minimal success) decided to call it a night. Anyone have any suggestions for why the script origin thing for just a simple corona wont show up? And maybe it would be better to use the light house/spotlight threads to attempt this?
Basically I'm just at a loss for the coronas - I'd really like to make this lightning thing look polished but all the threads on script_origins, func_beams, and coronas seem to stop juuuuuuuust short of what I'm looking for. Anyone with some insight?
Posted: Sun Aug 29, 2004 12:42 pm
by Grassy
Hello Wizard.
I have been following this thread with interest as I was trying to do something similar but for random artillery.
I hope you dont mind if I use your routine, it sorta works in this form for artllery but looses sync and then tries to cast the commands to a NIL listener. I have played around with the wait times with no success.
This is what I have so far:
Code: Select all
allies_artillery:
level.arty[0] = ( -920 -80 286 ) // Strike1
level.arty[1] = ( -1431 -64 340 ) // Strike2
level.arty[2] = ( -1850 -214 360 ) // Strike3
level.arty[3] = ( -2046 -828 365 ) // Strike4
level.arty[4] = ( -2061 -1498 369 ) // Strike5
level.arty[5] = ( -2065 2029 383 ) // Strike6
level.arty[6] = ( 760 -109 281 ) // Strike7
level.arty[7] = ( 810 542 277 ) // Strike8
level.arty[8] = ( 1107 1372 242 ) // Strike9
level.arty[9] = ( 1047 2019 197 ) // Strike10
level.arty[10] = ( 906 2502 178 ) // Strike11
level.arty[11] = ( 1780 2505 169 ) // Strike12
for(local.b = 0;local.b < level.arty.size;local.b++)
{
level.blast[local.b] = spawn "fx/scriptbazookaexplosion.tik"
level.blast[local.b].origin = level.arty[local.b]
level.blast[local.b].radiusdamage = 1000
}
while(isAlive self)
{
local.random = randomint(level.blast.size)
wait 1
level.blast[local.random] playsound arty_leadin04
wait 3
level.blast[local.random] anim start
wait 2
level.blast[local.random] remove
wait 5
}
end
Sometimes the loop looses the origin on this line as well, level.blast[local.b].origin = level.arty[local.b]
Any ideas please?
Grassy
Posted: Wed Sep 01, 2004 5:09 am
by unmonitrd
Nothing on putting a corona on a func beam? The lighthouse & spotlight threads seemed to be good starts...no suggestions? Similarly, now that I look at it...my lightning seems to originate from my given locations...but always has ( 0, 0, 0 ) as its destination.
I guess this is not my highest priority question, but I have been on it for a while & I'm not making any real progress. I know the answer is most likely with the scripting masters here...any help would be appreciated.
Posted: Wed Sep 01, 2004 10:50 pm
by bdbodger
You need to define the endpoint for the func beam . Maybe post the script again as it is now and we can have a look . Tac_Grassy you get the null listener because you remove the level.blast try this
Code: Select all
allies_artillery:
level.arty[0] = ( -920 -80 286 ) // Strike1
level.arty[1] = ( -1431 -64 340 ) // Strike2
level.arty[2] = ( -1850 -214 360 ) // Strike3
level.arty[3] = ( -2046 -828 365 ) // Strike4
level.arty[4] = ( -2061 -1498 369 ) // Strike5
level.arty[5] = ( -2065 2029 383 ) // Strike6
level.arty[6] = ( 760 -109 281 ) // Strike7
level.arty[7] = ( 810 542 277 ) // Strike8
level.arty[8] = ( 1107 1372 242 ) // Strike9
level.arty[9] = ( 1047 2019 197 ) // Strike10
level.arty[10] = ( 906 2502 178 ) // Strike11
level.arty[11] = ( 1780 2505 169 ) // Strike12
while(isAlive self)
{
local.random = randomint(level.arty.size)
wait 1
local.blast = spawn "fx/scriptbazookaexplosion.tik" origin level.arty[local.random]
local.blast playsound arty_leadin04
wait 3
local.blast anim start
local.blast explode 1000
wait 2
local.blast remove
wait 5
}
end
Posted: Fri Sep 03, 2004 2:52 pm
by Grassy
Hey thanks BD, I'll check it out..

Grassy
Hey BD. It works great now.. I have added a nice dirt anim to enhance the explosions.
local.fx = spawn "animate/fx_mortar_dirt.tik" origin local.blast.origin
Thanks mate 
Posted: Thu Sep 09, 2004 7:16 pm
by wizard220
I dont mind if anyone uses the coords. I didnt write the code just got the coords for the random lightning strikes. Now someone over at TMT has gotten the lightning bolts to KILL. But no reply yet on how he did it. He made a anti camper mod that istead of blowing you up it will be a lightning strike then you are dead....
If anyone needs the coords for all TDM and OBJ stock maps in MOHAA let me know and I will post them.
Omaha beach is frigging awsome with lightning bolts and night time.