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Exploding walls with detonator !?!
Posted: Thu Mar 10, 2005 12:49 am
by mcunha98
Hi,
I read and create a test of tutorial created by Nemesis about Destroy Walls using a trigger multiple and script object encapsuled with calls in exploder.scr
Really work, in my test i put a BENZINE BARREL with Function barrel to gas, and when i explode the barrel, it explode the wall together.
My question ( a better version of this concept ) is how i put for example a static detonator and using a trigger i activate the trigger multiple exploding a wall for example ?
explodingdoor
Posted: Thu Mar 10, 2005 6:13 am
by tltrude
There are things like that in my
explodingdoor tutorial map--down stairs. Click on my signature logo to find it.

Re: explodingdoor
Posted: Sun Mar 13, 2005 2:28 am
by mcunha98
Hi TlTrude,
Thanks for your indication, i will see with more time.
But, in tutorial of Nemesis, i find a bug (or another "thing" not explained), about 3 questions:
1) If i give a simple shot into a houve, it is destroyed !
How i change this "interaction", explosing this house only a barrel or a detonator ?
2) The "FX" effect dont work using the "explodefire" targetname !
3) This tutorial dont explain how i make the "illusion" of explosion using pieces (parts) of cracked/damaged solids, example, if i explode a wall, how a make a piece of wall "flying" to create the illusion ?
I know, many peoples will tell to view a compiled map or another thing, but i cant understand the teory of process (objects into a trigger multiple).
Posted: Sun Mar 13, 2005 3:01 am
by Master-Of-Fungus-Foo-D
try this websites tuts instead

Posted: Tue Mar 22, 2005 1:46 am
by mcunha98
Well, i get the map of TlTrude.
Really its a very cool reference of many techniques and complex operations about triggers and anothers objects/scripts.
But the map have operations, i dont understand some process...
1) The door its a function crate with barrel exploding:
2) The rocks have correct explosion effect to destroy, but have a detonator.
How i group the barrel to explode a door but without use the crate function like tutorial ????????????/
exploder
Posted: Tue Mar 22, 2005 3:04 pm
by tltrude
Have you read the global/exploder.scr script? It has a small tutorial at the top. In it it tells about "exploderchunk". They are the things that fly out when the exploder is set off. Exploderchunks are script_objects that target script_origins--just like the rocks that fly out in my map.
The water mine has a shootable trigger.
Re: exploder
Posted: Tue Mar 22, 2005 3:49 pm
by mcunha98
tltrude wrote:Have you read the global/exploder.scr script? It has a small tutorial at the top. In it it tells about "exploderchunk". They are the things that fly out when the exploder is set off. Exploderchunks are script_objects that target script_origins--just like the rocks that fly out in my map.
The water mine has a shootable trigger.
OK OK OK....
The exploderchunk process i understand.
Only i do not understand how i tell for engine, when the BARREL explode, execute the TRIGGER MULTIPLE action (exploding a wall for example - without using crate function).
I need a "target" or "targetname" to link the barrel (or a script object in format of barrel) with the trigger multiple ???
trigger
Posted: Wed Mar 23, 2005 9:34 am
by tltrude
Check the trigger_multiple on the exploding water mine. Notice how the "Damage" flag is set. That makes it fire when the "health" drops to 0.
You can set off your exploder like this in the script.
$barrel_trigger waittill trigger
thread global/exploder.scr::explode 3 // activates all #set 3 parts
And add earthquakes like this.
waitexec global/earthquake.scr .3 1.5 0 0
waitexec global/earthquake.scr .35 .75 0 0

Re: trigger
Posted: Wed Mar 23, 2005 12:34 pm
by mcunha98
tltrude wrote:
You can set off your exploder like this in the script.
$barrel_trigger waittill trigger
thread global/exploder.scr::explode 3 // activates all #set 3 parts
Ahhhhhhhhhhhhhhhhhhhhhhhhh !!!
Like i suspect, exist a group of "objects" working with "script" to make the final result. Ok, i will see the water mine to understand the process.
Thanks !
barrel
Posted: Wed Mar 23, 2005 2:16 pm
by tltrude
It is probably best to use an exploder for the barrel. A func_barrel will work, with a trigger inside, but I have found that it is hard to adjust the health of the barrel and the trigger to explode at the same time.
So, making the barrel part of the door exploder will make sure they both go off. You can also set a #pause value, so the door goes slightly after the barrel.
Re: barrel
Posted: Wed Mar 23, 2005 9:45 pm
by mcunha98
tltrude wrote:It is probably best to use an exploder for the barrel.
Only to i understand, when you tell "use an exploder for the barrel", you tell to i select in drop down menu a exploder function and not the function -> barrel, is this ?
No
Posted: Thu Mar 24, 2005 3:41 pm
by tltrude
No, I mean to make the barrel explode as part of the door exploder. Add explodersmashed, exploderfire, and exploderchunk for the barrel too.
In other words, the parts of the barrel should have the same targetnames and #set number as the door exploder parts.
Your door is an exploder, right?
Posted: Thu Mar 24, 2005 8:51 pm
by mcunha98
Is this ????

friend
Posted: Fri Mar 25, 2005 2:53 pm
by tltrude
You need a friend that reads english better.
Picture is ok, but much is missing.
Re: friend
Posted: Fri Mar 25, 2005 5:39 pm
by mcunha98
tltrude wrote:You need a friend that reads english better.
No is this the problem.
I understand your explain
