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add damage to an explosion

Posted: Thu Dec 28, 2006 4:00 pm
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 ?

Posted: Fri Dec 29, 2006 1:01 am
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

Posted: Fri Dec 29, 2006 1:54 am
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.

Posted: Fri Dec 29, 2006 2:03 pm
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 ?

Posted: Fri Dec 29, 2006 7:25 pm
by Green Beret
Your using the exploder script correct?

Then all you do is exec the exploder set # in your setthread.

Posted: Sat Dec 30, 2006 7:21 am
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

Posted: Sat Dec 30, 2006 9:36 pm
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

Posted: Mon Jan 01, 2007 9:54 am
by bakka
green b: i made the #set, exec.. is in the scr too.

but it doesnt work

any other idea ?

Posted: Mon Jan 01, 2007 1:00 pm
by bdbodger
Does the exploder work at all or just does not do damage ?

Posted: Mon Jan 01, 2007 2:44 pm
by bakka
just damage, i have a nice huge fireball but i can stand on the midle of it

Posted: Mon Jan 01, 2007 7:20 pm
by Green Beret
try adding radiusdamage 300

Posted: Mon Jan 01, 2007 7:33 pm
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

Posted: Mon Jan 01, 2007 10:47 pm
by bakka
http://www.polyweld.hu/bakka/dmgtry.bmp
like this or how set the damage ???

Posted: Tue Jan 02, 2007 4:26 am
by bdbodger
That is right

Posted: Tue Jan 02, 2007 10:47 am
by bakka
www.polyweld.hu/bakka/try.zip

omg!! what is missing???