sticky bomb mod

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Hossdogg420
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Posts: 6
Joined: Sat Mar 24, 2007 1:40 pm

sticky bomb mod

Post by Hossdogg420 »

i want to make a sticky bomb mod but dont where to find the tik files in the original paks.. can any one help??? also i have a smoke grenade mod i am making but i need to figure out how to improve the fps when many are going off in same area because to many going off causes major lag and it goes like 3 stories high and want to scale it down i also want to limit the ammo to 1 nade per person..here is the script i have so far i think i did something wrong

TIKI



setup
{
scale 1.0
path models/fx/dummy
skelmodel dummy2.skd
}

init
{
server
{
classname Explosion
notsolid
life 30
alwaysdraw
toss
gravity .8
setsize "-2 -2 -2" "2 2 2"
radius 500
spawnrate 1.5
bouncefactor 0.8
spawnlife 10
scalerate 0.6
velocity 24 0 4
spin 0.133
offset 0 0 30
scale 90
fadedelay 7
fadein 1
maxalpha .9
}

client
{
originemitter initial
(
spawnrate 1.5
model smokegrenade_allied.spr
color 1 1 1
spritegridlighting
alpha 1
collision
bouncefactor 0.8
life 15
scalerate 0.6
velocity 24
randvelaxis crandom 4 crandom 4 4
spin 0.133
offset crandom 10 crandom 10 range 20 20
angles 0 0 random 360
avelocity 0 0 crandom 20
scalemin 0.4
scalemax 0.6
fadedelay 7
fadein 1
)
}
}

animations
{
idle dummy2.skc
{
client
{
entry sound nebelsmokegrenade_exp_start
entry loopsound nebelsmokegrenade_exp_loop
entry commanddelay 29.9 sound nebelsmokegrenade_exp_end
}
}
}
Hossdogg420
Private
Posts: 6
Joined: Sat Mar 24, 2007 1:40 pm

Post by Hossdogg420 »

some of the script was cut and pasted from a script by randon or something but his gas nades are low to the ground where mines goes 3 stories
Hossdogg420
Private
Posts: 6
Joined: Sat Mar 24, 2007 1:40 pm

Post by Hossdogg420 »

k i got a sticky bomb mod from a clan i regularly visit but it is scripted for the stock maps like this: [pk3 tree assembly] global and a maps folder with subdirectories such asthis ex:
// SOUTHERN FRANCE
// ARCHITECTURE: SENN
// SCRIPTING: POWZER

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Southern France"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm1"

// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread

level waitTill prespawn
exec global/sticky_bombs.scr
//*** Precache Dm Stuff
exec global/DMprecache.scr

level.script = maps/dm/mohdm1.scr
exec global/ambient.scr mohdm1

//exec global/ambient.scr mohdm2

//$world farplane 5000
//$world farplane_color (.333 .333 .329)

level waittill spawn

end

//-----------------------------------------------------------------------------

roundbasedthread:

// Can specify different scoreboard messages for round based games here.

level waitTill prespawn

level waittill spawn

// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw

level waittill roundstart

end
=============
could i remove all the map .scrs and use this mod universilly on any map eg custom or would i have to write a .scr to read like this:

level waitTill prespawn
exec global/sticky_bombs.scr
//*** Precache Dm Stuff
exec global/DMprecache.scr

level.script = maps/dm/



level waittill spawn

end
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