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Solid

Posted: Wed Mar 09, 2005 5:59 am
by LiquorKraZy
Ok....everything works perfect, but the flak 88, nebelwerfer and the AA gun can be shot thru when ppl are on them which defeats the purpose of having the guns....theres a big shield on the flak 88 but it can be shot thru which is gay...the scripts are below...can anyone show me what to add to the script so they cant be shot thru...thanks!

Flak 88:
bigflak:
spawn statweapons/P_flak88 "targetname" "flakcannon" "classname"

"turretweapon_german_flak88"
$flakcannon.origin = ( 49.67 -1995.04 240.13)
$flakcannon.angles = (0 104.10 0)
$flakcannon_turret0 maxyawoffset 80 // changed 35
$flakcannon_turret0 pitchcaps "-50 50 -50" // changed "-20 20 0"
$flakcannon_turret0 turnspeed 30 // changed 15
$flakcannon_turret0 pitchspeed 7.5
$flakcannon_turret0 viewjitter 7
$flakcannon_turret0 firedelay 3 // changed 4
//$flakcannon_turret0.collisionent = $flak88_turret_collision
//$flakcannon.collisionent = $flak88_collision
$flakcannon nodamage
end
AA Gun:
bigaagun:

spawn statweapons/P_aagun_base.tik "targetname" "aa1" "classname"

"turretweapon_player_aagun"
$aa1.origin = ( -3.40 4361.59 240.13)
$aa1.angles = (0 -89.87 0)
//init aagun params
spawn statweapons/P_aagun_cannon.tik "targetname" "aa1g"

"classname" "ProjectileGenerator_gun"
$aa1g.origin = ( -3.40 4361.59 240.13)
$aa1g.angles = (0 -89.87 0)
$aa1g.accuracy = 10
$aa1g.bulletlarge = 3
$aa1g.cycles = 0
$aa1g.maxdelay = 4
$aa1g.maxduration = 4
$aa1g.maxnumshots = 40
$aa1g.mindelay = 3
$aa1g.minduration = 4
$aa1g.minnumshots = 40
$aa1g.spawnflags = 128
$aa1g.tracerspeed = 0.5
$aa1g.testanim = idle

$aa1g_turret0 maxyawoffset 115.0
$aa1g_turret0 turnspeed 25
$aa1g_turret0 pitchspeed 25
$aa1g_turret0 pitchcaps "-50 50 -50" // changed "-50 10 0"
$aa1g_turret0 viewjitter 1
$aa1g_turret0 firedelay 0.08
$aa1g immune aagun
$aa1g_turret0 setaimtarget $aagun1_aim

$aa1g nodamage
$aa1 nodamage
end
Nebelwerfer:
werfer:
spawn statweapons/P_nebelwerfer.tik "targetname" "nebel"

"classname" "turretweapon_german_nebelwerfer-w"
$nebel.angles = (0 128.96 0)
$nebel.launchsound = nebelwerfer_launch
$nebel.origin = ( 1009.12 1642.04 240.13)
$nebel nodamage
spawn script_object "targetname" "nebelwerfer" "classname"

"ProjectileGenerator_Heavy"
$nebelwerfer.angles = (0 128.96 0)
$nebelwerfer.launchsound = nebelwerfer_launch
$nebelwerfer.projectile = projectile/nebelwerferproj.tik
$nebelwerfer.spawnflags = 128
$nebelwerfer nodamage

$nebel immune bullet
$nebel immune fast_bullet
$nebel immune bash
$nebel.collisionent = $nebelwerfer_collision
$nebel_turret0.collisionent = $nebelwerfer_turret_collision
$nebel_turret0 immune bullet
$nebel_turret0 immune fast_bullet
$nebel_turret0 immune bash
$nebel_turret0 thread

global/turret.scr::playerturret_proj_think_aim $nebel $nebelwerfer

$nebel_turret0 maxyawoffset 115.0
$nebel_turret0 turnspeed 45
$nebel_turret0 pitchspeed 45
$nebel_turret0 pitchcaps "-50 50 -50" //"-50 -50 50"stuck

high//"-50 10 -50"high no low//"50 10 50"half high//"-50 10 50"high but not

low//"-0 10 0"nothing//changed"-50 10 0"
$nebel_turret0 viewjitter 1
$nebel_turret0 firedelay 1.5 // changed 0.08
end

Posted: Wed Mar 09, 2005 10:56 am
by Master-Of-Fungus-Foo-D
first of all you edited out the collision line... try making the turret solid when its rotating, or you could spawn some script object clips

Posted: Wed Mar 09, 2005 1:42 pm
by Rookie One.pl
Make the things that should be solid immune to damage with the immune command. See the topic about tree spawning.

Posted: Thu Mar 10, 2005 12:49 am
by LiquorKraZy
ok...for the Flak gun...i took out the 2 "//" and it worked perfect....everytime i stood in front of the flak gun and tried to shoot it there were ricochets...but that was on the OBJ map Berlin....i put some Flak guns on the TDM maps (Crossroads, Brest, Bahnhof) with the same script from Berlin and i can still shoot thru the flak guns...kinda weird....does it have something to do with TDM and OBJ? Anyways, the script is below...i use the same one on all maps, but with the proper coords and angles...
bigflak:
spawn statweapons/P_flak88 "targetname" "flakcannon" "classname"

"turretweapon_german_flak88"
$flakcannon.origin = ( -3.95 -1803.90 240.13 )
$flakcannon.angles = (0 89.91 0)
$flakcannon_turret0 maxyawoffset 80 // changed 35
$flakcannon_turret0 pitchcaps "-50 50 -50" // changed "-20 20 0"
$flakcannon_turret0 turnspeed 30 // changed 15
$flakcannon_turret0 pitchspeed 7.5
$flakcannon_turret0 viewjitter 7
$flakcannon_turret0 firedelay 3 // changed 4
$flakcannon_turret0.collisionent = $flak88_turret_collision
$flakcannon.collisionent = $flak88_collision
$flakcannon nodamage
end

Posted: Thu Mar 10, 2005 9:16 pm
by LiquorKraZy
i tried the immune stuff and that didnt work either...i did notice something weird tho....if i play the TOW map Berlin in its stock form...the Flak 88 gun that is already there ricochets the bullets when shot at and it can be moved up and down....but once i start adding the other stuff in (nebelwerfers, another aa gun, another flak 88 gun, and trees) the stock flak 88 gun doesnt ricochet the bullets anymore and it can only be moved up and not down....but the flak 88 that i add to the map ricochets bullets like i said the post above and works fine....this is really weird...any ideas?