Guidance needed for several explosions (trig., rand., obj)
Posted: Wed Nov 09, 2005 12:07 pm
Im about to use explosions on several ways in my map. Here are some general info what i have done so far and willing to do in the future. Ill go to the Qs later.
#1 random (mortar) explosions hitting on certain area.
This obj. has been successfully completed. I use the script from Omaha beach for random mortar fire. If the total number of explosions is essential information, FYI there are atm 18 random hitting spots.
#2 objective: destroy certain model with a bomb.
Ive read tuts at .map and applied the tutorial for another test map. All went ok. However, there might be problems when adding the bomb objective + script for the current map project.
#3 explosion if player triggers mortar shells.
Ive also read Nemesis explosion tut and tested that also on another test map. In the current project the idea is to place couple mortar shells on few locations (maybe 2). One is a pile of unfired shells (just the model and explosion and whats left after the explosion) and the other is a smoking dud that will explode if a player fires (nades) at it.
I tried to add the last one into the current map with the tips from Nemesis and bomb tut at .map. I added a script model for the dud model and the smoke (linger smoke), setting their targetname as exploder and #set number 1. After the explosion there should be no model or smoke left. In the game the game stops at the moment i fire at the dud model. The console says something, but i cant remember what exactly (im not at home atm). I guessed it was someting about available number for explosions or someting like that, like i was already using the maxium amount for different kind of explosions, or the dud explosion is overlapping with the mortar fire (18 explosions).
#4 killing the mortar team (scirpted custom model for AI)
Last thing to do is to add a mortar team. Its a custom model + animation that works fine as a scripted object. My purpose is to make the team to get killed if fired (naded) upon (dead bodies instead). I guess the same principles stated in Nemesis tutorial will apply for this too.
Qs:
- is there a limit for different kind of explosions for a map? Is it possible to add the 4 different explosions at all?
- what kind of approach should i use both in radiant and with the script file for a custom explosion like in #3 or #4? Ie. how to blow up/kill a model without a bomb step like in the bombing tut? I guess i might be using targetnames and scripted modes/objects etc. in a wrong way in the radiant.
#1 random (mortar) explosions hitting on certain area.
This obj. has been successfully completed. I use the script from Omaha beach for random mortar fire. If the total number of explosions is essential information, FYI there are atm 18 random hitting spots.
#2 objective: destroy certain model with a bomb.
Ive read tuts at .map and applied the tutorial for another test map. All went ok. However, there might be problems when adding the bomb objective + script for the current map project.
#3 explosion if player triggers mortar shells.
Ive also read Nemesis explosion tut and tested that also on another test map. In the current project the idea is to place couple mortar shells on few locations (maybe 2). One is a pile of unfired shells (just the model and explosion and whats left after the explosion) and the other is a smoking dud that will explode if a player fires (nades) at it.
I tried to add the last one into the current map with the tips from Nemesis and bomb tut at .map. I added a script model for the dud model and the smoke (linger smoke), setting their targetname as exploder and #set number 1. After the explosion there should be no model or smoke left. In the game the game stops at the moment i fire at the dud model. The console says something, but i cant remember what exactly (im not at home atm). I guessed it was someting about available number for explosions or someting like that, like i was already using the maxium amount for different kind of explosions, or the dud explosion is overlapping with the mortar fire (18 explosions).
#4 killing the mortar team (scirpted custom model for AI)
Last thing to do is to add a mortar team. Its a custom model + animation that works fine as a scripted object. My purpose is to make the team to get killed if fired (naded) upon (dead bodies instead). I guess the same principles stated in Nemesis tutorial will apply for this too.
Qs:
- is there a limit for different kind of explosions for a map? Is it possible to add the 4 different explosions at all?
- what kind of approach should i use both in radiant and with the script file for a custom explosion like in #3 or #4? Ie. how to blow up/kill a model without a bomb step like in the bombing tut? I guess i might be using targetnames and scripted modes/objects etc. in a wrong way in the radiant.