add damage to an explosion

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bakka
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add damage to an explosion

Post by bakka »

how to add damage to an explosion like this ?
http://users.1st.net/kimberly/Tutorial/ ... gawall.htm

and is it possible to be able to destroy by rockets only ?
Green Beret
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Post by Green Beret »

I dont know about rockets only, But set dm spawn flags to i believe its 128
on your trigger.
And you can shoot the trigger to activate it
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neillomax
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Post by neillomax »

It says what to do but you may have missed it. Hit the "n" key. In the upper and lower boxes type ..... health in the top one....... 100 or more in the lower one. ( with your trigger selected of course ) Hit enter. Deselect and save.
bakka
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Post by bakka »

green:do u mean
spawnflags 128 ? it doesnt work, or i did something wrong

neilomax: thats the healt only

but if i put the trigger in the wall it can be damaged only by granade, rockets...

but how to do tha damage ?
Green Beret
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Post by Green Beret »

Your using the exploder script correct?

Then all you do is exec the exploder set # in your setthread.
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bakka
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Post by bakka »

exec global/exploder.scr

is in the script but still dont have damage. or if u have just make an examp map where its working
Green Beret
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Post by Green Beret »

bakka wrote:exec global/exploder.scr

is in the script but still dont have damage. or if u have just make an examp map where its working
Did you make a set # ?

exec global/exploder.scr::explode 1

Check this link.

/forum/viewtopic.php?t=11935
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bakka
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Post by bakka »

green b: i made the #set, exec.. is in the scr too.

but it doesnt work

any other idea ?
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bdbodger
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Post by bdbodger »

Does the exploder work at all or just does not do damage ?
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bakka
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Post by bakka »

just damage, i have a nice huge fireball but i can stand on the midle of it
Green Beret
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Post by Green Beret »

try adding radiusdamage 300
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bdbodger
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Post by bdbodger »

global/exploder.scr
fireon local.i:
if (level.exploderfire[local.i].pause != NIL)
wait level.exploderfire[local.i].pause

if (level.exploderfire[local.i].damageradius != NIL)
local.damageradius = level.exploderfire[local.i].damageradius
else
local.damageradius = 512

if (level.exploderfire[local.i].damage != NIL)
radiusdamage level.exploderfire[local.i].origin level.exploderfire[local.i].damage local.damageradius


if (getcvar(debug) == "1")
println ("Model is " + level.exploderfire[local.i].mdl)

// level.exploderfire[local.i] model level.exploderfire[local.i].mdl
// level.exploderfire[local.i] show
// level.exploderfire[local.i] rendereffects "+dontdraw"
// level.exploderfire[local.i] notsolid

// level.exploderfire[local.i] anim start

exec global/model.scr level.exploderfire[local.i].origin level.exploderfire[local.i].mdl
if (level.exploderfire[local.i].fire != NIL)
{
level.exploderfire[local.i] lightOn

if (randomint(100) > 50)
level.exploderfire[local.i] loopsound "sound/environment/fire_small.wav" 1.5 256
else
level.exploderfire[local.i] loopsound "sound/environment/fire_big.wav" 1.5 256

level.exploderfire[local.i] thread firelight
level.exploderfire[local.i].thread = parm.previousthread
}

end
I think you missed setting the damage key on your exploderfire
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bakka
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Post by bakka »

http://www.polyweld.hu/bakka/dmgtry.bmp
like this or how set the damage ???
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bdbodger
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Post by bdbodger »

That is right
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bakka
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Post by bakka »

www.polyweld.hu/bakka/try.zip

omg!! what is missing???
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