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dont shake me around so much

Posted: Thu Jun 09, 2005 1:57 pm
by LtNeil
Hello, im using this exec global/earthquake.scr .23 4 0 0
for my nice ground shake when my explosions go off but i would like a gentler shake (so the screen is'nt flying around everytime theres an explosion)

What do i have to alter to get a little shake ?

Posted: Thu Jun 09, 2005 2:09 pm
by bdbodger
The global/earthquake.scr is only 2 lines long
start local.duration local.magnitude local.no_rampup local.no_rampdown:
earthquake local.duration local.magnitude local.no_rampup local.no_rampdown
it speaks for it's self I think

Posted: Thu Jun 09, 2005 7:27 pm
by Rookie One.pl
And makes it entirely useless.

This is the earthquake from The Hunt:

Code: Select all

earthquake .35 10 0 0
earthquake .23 6 0 0
earthquake 1 1 0 0
earthquake 1.25 .3 0 1

quake

Posted: Thu Jun 09, 2005 10:45 pm
by tltrude
It is the second number that sets how much it shakes (local.magnitude). But, like Rookie One.pl says, you need more than one line to make the it seem real.

waitexec global/earthquake.scr .3 1.5 0 0
waitexec global/earthquake.scr .35 .75 0 0

The above lines are from my explodingdoor map (mortar hit explosion).

Posted: Fri Jun 10, 2005 10:18 am
by Rookie One.pl
I also wanted to make the point that using global/earthquake.scr is totally pointless. Use the earthquake command instead.

Posted: Sat Jun 11, 2005 8:18 am
by bdbodger
about the only reason for useing that script is so you can use waitexec you could do it in a thread and use waitthread as well .

Posted: Sat Jun 11, 2005 1:52 pm
by Rookie One.pl
Nah, it's totally useless that way, too, as the earthquake command doesn't wait.

Posted: Sat Jun 11, 2005 2:38 pm
by jv_map
Probably earthquake script was originally less 'boring', but presumably the devs moved it to game code but didn't want to check and change all references :wink:

Posted: Sat Jun 11, 2005 3:06 pm
by Rookie One.pl
Yeah, I suppose they were spawning func_viewjitters or something.