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Plane that causes damage.

Posted: Thu Jan 26, 2006 4:51 pm
by Classic
Can some one piont my to a tut or tell me how to make a plane cause damage.

Posted: Thu Jan 26, 2006 6:53 pm
by hogleg
I can do both
Image


DL the test bomber, it has the map file so you can open it and study it.
http://smallsumo.punkassfraggers.com/tltrude/

sry couldn't resist :lol:

Posted: Thu Jan 26, 2006 7:11 pm
by PKM
hogleg wrote:I can do both
Image


DL the test bomber, it has the map file so you can open it and study it.
http://smallsumo.punkassfraggers.com/tltrude/

sry couldn't resist :lol:
so glad you did that , i wan't going to touch this one with a ten foot bra strap.

Posted: Thu Jan 26, 2006 11:07 pm
by Classic
PKM wrote:
hogleg wrote:I can do both
Image


DL the test bomber, it has the map file so you can open it and study it.
http://smallsumo.punkassfraggers.com/tltrude/

sry couldn't resist :lol:
so glad you did that , i wan't going to touch this one with a ten foot bra strap.
What is that supposed to mean?

But any way thanks hogleg. Man thoes maps of your are cool. And the scripting is amazing. I'm going to learn alot!

Posted: Thu Jan 26, 2006 11:54 pm
by PKM
Classic wrote:
What is that supposed to mean?
i personally appologize for hog pointing out in a NON humurous way that you had mispelt ''tut'' in your original post. hog is a maverick of sorts around here and if it wasn't for him having seedy pictures of jv_map and crew durring a weekend in vegas involving three midgets, a warrior who needed food badly, one mule and a blind chinaman; he'd have been banned a long time ago.

Posted: Fri Jan 27, 2006 12:14 am
by Classic
Okay I don't see where there is a plane that causes damage in bomber_test. I tried to make a trigger_hurt then set the damage to 1000 but It dosn't do anything.

Posted: Fri Jan 27, 2006 2:03 am
by hogleg
Classic wrote: But any way thanks hogleg. Man thoes maps of your are cool. And the scripting is amazing. I'm going to learn alot!
Don't thank me, thank Tltrude for making them and sharing the .map!
I thought one of the planes drops a bomb on a wall and destroys it....

pkm...lol

Posted: Fri Jan 27, 2006 1:10 pm
by Classic
They do, but I want it so that when you run into a object it instantly drops your guy dead. I have a dock and I wan't people to sie when they fall in the water.

death water

Posted: Fri Jan 27, 2006 1:24 pm
by tltrude
Here is an old script by Duncan Weir for water.

Code: Select all

//***************************************************************
//*** death_water script
//*** modifed version of the MOHAA minefield
//*** modifed by Duncan Weir May 2002
//*** The player enters the water, and within 10 secs
//*** if he's still in the water he'll start to drown.
//
//*** The main thread is called by this script and should not be called by the
//*** level script itsself.  Use "exec global/death_water.scr::deathwater_setup"
//*** in your level script and place this script in global.
//
//*** syntax ------------------------------------
//
//	trigger_multiple settings
//	targetname = deathwater<index number for the array of deathwater triggers>
//	#startdrowntime = set to number of seconds a player can be in the water
//                                         before drowning starts // default 10
//	#timetodrown = set to number of seconds a player takes to 
//                                     drown // default 10
//***************************************************************

deathwater local.index:

	thread debugtext ("THREAD: deathwater = " + local.index)
	
	if ($deathwater[local.index].startdrowntime == NIL)
		local.startdrowntime = 10
	else
		local.startdrowntime = $deathwater[local.index].startdrowntime

	if ($deathwater[local.index].timetodrown == NIL)
		local.timetodrown = 10
	else
		local.timetodrown = $deathwater[local.index].timetodrown

	local.radius = 40 // radius of the damage - only in local player area

	thread debugtext ("  Radius = " + local.radius)

	local.damage = 100 / local.timetodrown // calculate damage per second

	thread debugtext ("  Damage = " + local.damage)

	deathwater_loop:

		thread debugtext "THREAD: deathwater_loop"

		$deathwater[local.index] waittill trigger 

		local.sucker = parm.other // gets the player info

		thread debugtext "  deathwater triggered"

		thread debugtext ("  local.sucker = " + local.sucker)

		wait ( local.startdrowntime ) 

		deathwater_drown_loop:

			if (local.sucker istouching $deathwater[local.index] == 1)
			{
				thread debugtext "  Player is drowning"

        			radiusdamage local.sucker.origin local.damage local.radius

				wait 1 // wait 1 second

				goto deathwater_drown_loop
			}

			goto deathwater_loop

	thread debugtext ("END THREAD: deathwater = " + local.index)

end

//*************************************************
//*** setup the deathwater(s)
//*** the level scripts should call this thread
//*************************************************

deathwater_setup:
	thread debugtext "THREAD: deathwater_setup"

	if ($deathwater == NULL)
	{
		thread debugtext "  There is no deathwater in the map!!!"
		local.deathwaters = 0
		goto deathwater_setup_end
	}
	else
		local.deathwaters = $deathwater.size

	thread debugtext ("  There are " + local.deathwaters + " deathwaters in this map")

	for (local.i = 1 ; local.i <= $deathwater.size ; local.i ++)
	{
		thread deathwater local.i
	}

	deathwater_setup_end:

	thread debugtext "END THREAD: deathwater_setup"
end

// text only output if debug mode is turned on
debugtext local.text:

	if (level.debug == 1)
		println local.text
end