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V2 Rocket Facility Lauch

Posted: Wed Apr 27, 2005 11:33 pm
by battousai
This is probably a hard thing to do I am guessing. On the map V2 Rocket Facility. You know how the rocket explodes when the bomb is place. Well I'm a pretty good scripter but I just don't know where to start. I want the rocket to fly when you place the bomb, not explode. I want it in obj style. No tdm. I want sounds on it and make it like a relistic rocket flying machine. Any ideas about this???

Posted: Wed Apr 27, 2005 11:37 pm
by Elgan
get the rockets targetname, its t1 i think, what???, anyway. decompile the bsp or look in notepad and find the targetname for the rocket then experiment by trying

going to call my rocket t5


$t5 moveup 900
t5 move

threaded to when the trigger thread is triggerd.

for sounds take a look at the sound work arround sticky.

Posted: Wed Apr 27, 2005 11:46 pm
by battousai
can you give me an example pk3 file or write the code here plz?
I heard that jv_map is good wit this and he had one. I think his is tdm. Its not obj.....

test_pointer

Posted: Thu Apr 28, 2005 4:04 am
by tltrude
My test_pointer map has fireworks rockets. The .map file is included.

http://smallsumo.punkassfraggers.com/tl ... ointer.zip
Image

Click on my signature logo for more tutorial maps.

Posted: Thu Apr 28, 2005 6:07 am
by jv_map
battousai wrote:I heard that jv_map is good wit this and he had one. I think his is tdm. Its not obj.....
Nope... never made something like that for V2 :?

Posted: Thu Apr 28, 2005 4:13 pm
by Green Beret
No, But i have seen this done b4.
I think if you search you might find it :wink:

Posted: Tue Oct 25, 2005 12:02 pm
by Damned303
try this script

This will setup the v2

Code: Select all

//*** Precache Dm Stuff
	exec global/DMprecache.scr
	
		//Rocket smoke
	local.smoke = spawn script_model "targetname" "smoke"
	local.smoke model "emitters/ddaysmoke.tik"
	local.smoke.origin = ( 2300.34 1276.44 -720 ) 
	local.smoke.angles = ( -90 0 0 )
	local.smoke.scale = 1
 	$smoke hide

	//Rocket exhaust
	local.exhaust = spawn script_model "targetname" "exhaust"
	local.exhaust model "emitters/firesmoke.tik"
	local.exhaust.origin = ( 2300.34 1276.44 -720 ) 
	local.exhaust.angles = ( -90 0 0 )
	local.exhaust.scale = 1
 	$exhaust hide
	
	//Rocket flame
	local.flame = spawn script_model "targetname" "flame"
	local.flame model "emitters/fire.tik"
	local.flame.origin = ( 2300.34 3076.44 -740.48 ) 
	local.flame.angles = ( -90 0 0 )
	local.flame.scale = 0.5
	$flame hide
	$flame glue $t17
And call this tread to Luanch it

Code: Select all

V2:

	iprintlnbold "Thunderbirds are GO!!!"
	$flame show
	$smoke show
	$exhaust show
	wait 3
	$t17 unglue $tractor
	$t17 moveup 43.52
	$t17 time 0.5
	$t17 waitmove
	$t17 moveup 2500
	$t17 time 5
	$exhaust hide
	$smoke hide
	$flame show
	$t17 waitmove
	$t17 hide
	$flame hide	
	iprintlnbold "Allies you still have to destroy the launch pad."
			
end
I hope this helps

Posted: Tue Oct 25, 2005 12:32 pm
by Rookie One.pl
Just to clarify. There is a V2 launch mod. I don't know who made it, but it says there that you're the author, Jv.

Posted: Tue Oct 25, 2005 1:23 pm
by At0miC
Rookie One.pl wrote:Just to clarify. There is a V2 launch mod. I don't know who made it, but it says there that you're the author, Jv.
yes indeed I've seen that too, but that was a while ago.

Posted: Tue Oct 25, 2005 4:40 pm
by jv_map
I believe IvanTheTerrible made that one. I don't know why he put my name on it... I didn't do anything for it :?