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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
Posted: Tue Jan 02, 2007 4:26 am
by bdbodger
That is right
Posted: Tue Jan 02, 2007 10:47 am
by bakka