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Help with an exploding wall

Posted: Wed Nov 01, 2006 6:51 pm
by SniperWolf
I followed the Tut for an exploding wall thats on Nemesis' site: http://users.1st.net/kimberly/Tutorial/ ... gawall.htm. I seem to have a problem with it. It explodes when the nade touches the trigger, but i want the damage form the nade to activate the trigger not the nade simply touching it. Could some give me some in sight on were i might have gone wrong??? I have tried with "damage" checked but its pretty funny to see someone break a concrete wall with a few shots from a rifle or a bash. Help Guys!!

Thanks in advance guys :)

SniperWolf

Posted: Thu Nov 02, 2006 7:10 am
by tltrude
A thrown grenade is considered a "projectile" in the game. So, all you can do is set the triggers health a little higher and hope the explosion finishes the job. You can also try a weapons clip brush, but that will block bullets as well.

Posted: Thu Nov 02, 2006 1:10 pm
by SniperWolf
I tried the weapons clip & it stops the nade too. I threw 4 nades so the exploded right at the wall & it didnt explode. It also didnt work with bullts which is good, but I was still able to walk up & bash it. I set the health to 200. Is that too much or not enough?? And do I have to check "projectile" or "damage" or both in the Entity box???


SniperWolf

Posted: Thu Nov 02, 2006 4:03 pm
by lizardkid
give your wall a targetname, (for instance, mywall) and then put this in your script.

Code: Select all

// after this line
level waittill spawn

thread initWall
end

initwall:

$mywall immune bullet
$mywall immune fastbullet

end
that should make it ignore bullets entirely.

Posted: Sun Nov 05, 2006 4:41 am
by SniperWolf
Well I still cant get it to work. I would like them to work like the walls in Malta. I pulled some stuff out of the Malta Script & .bsp file but dont understand how to get it to work in game. This is what I pulled from the script:

Code: Select all

exploder_init local.set:
	self immune bash
	self immune bullet
	self immune shotgun

exploder_start_loop:
	self waittill damage
	dprintln "Hit! " self.health
	if (self.health > 0)
		goto exploder_start_loop
	dprintln "BOOM!"
	thread global/exploder.scr::explode local.set
	self remove
end
and this is from the .bsp:

Code: Select all

{
"model" "*82"
"origin" "1600 608 -1264"
"classname" "trigger_multiple"
"$targetname" "walltrigger"
"health" "100"
"spawnflags" "144"
}
{
Could some please help me understand this & how/what I would need to do in Radiant to get this to work. Thanks Guys.

SniperWolf

local.set

Posted: Sun Nov 05, 2006 1:01 pm
by tltrude
Its missing some threads. search for a lines like these in the script.

thread exploder_init // should be a set number too

thread exploder_start_loop // should be a set number too


The variable "local.set" is a number that comes from another thread or a line at the top of the script.

The two threads you posted are used for all the exploders. The set numbers are different for each of them. You might also want to search for "walltrigger" in the script.

sorry, I don't have spearhead installed.

Posted: Sun Nov 05, 2006 1:28 pm
by SniperWolf
I found this in the script under "level waittill spawn"
$walltrigger thread exploder_init 1
does that mean when in Radiant I make the targetname of my trigger $walltrigger or just walltrigger?? Or is it key: $targetname value: walltrigger?

Posted: Sun Nov 05, 2006 5:29 pm
by lizardkid
in radiant, you'll put key/value

targetname/walltrigger

$targetname has some limitations and sometimes gives odd errors, i always used it and never had that many problems but targetname is the generally accepted way to go.

the $ symbol is used only in scripts, you'll never use it in Radiant. It just says that the following string is a reference to an entity.

Posted: Sun Nov 05, 2006 6:58 pm
by SniperWolf
Cool, Thanks for the help guys, I got it to work. THANKS A BUNCH!!! :D