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

so glad you did that , i wan't going to touch this one with a ten foot bra strap.hogleg wrote:I can do both
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
What is that supposed to mean?PKM wrote:so glad you did that , i wan't going to touch this one with a ten foot bra strap.hogleg wrote:I can do both
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
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.Classic wrote:
What is that supposed to mean?
Don't thank me, thank Tltrude for making them and sharing the .map!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!
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