That plane isn't flying anywhere, you need splinepaths.
Read the header of the bomber script attentively and carefully. You should be able to create those splinepaths in radiant, these will form the traject along which your plane will fly.
To those nodes, you apply the keys described in the header of the bomber-script.
Example:
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$bomberpath.mdl = "vehicles/c47fly.tik"
Best to take the models which have a suffix "-fly"
$bomberpath is your first spline pathnode.
The others you must give targetnames as well so you can access them in your mapscript. In your mapscript you can add keys like .speed, if that speed key is higher than the .speed key of the previous node, the plane will accelerate!
Most importantly is to make sure ALL spline nodes, of the path your plane is taking, have the same .set integer (1 or 2 etc).
Once you create all pathnodes with their keys (described in the header of the bomberscript), you must link them together like so:
example:
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$bomberpath.target = $spline_node2 //first on connects with the second
$spline_node2.target = $spline_node3
$spline_node3.target = $spline_node4
//...
And so on till the last.
Give the splinenodes where you want the plane to drop a bomb, the targetname "bomber".
Make sure this is all set up before level waittill spawn, perhaps use a waitthread command for the thread that sets this all up.
example:
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main:
//...
level waittill prespawn
waitthread setup_nodes
exec global/bomber.scr
level waittill spawn
end
nodes:
$bomberpath.mdl = "vehicles/c47fly.tik"
$bomberpath.set = 1
$spline_node2.set = 1
//...etc
$bomberpath.target = $spline_node2
//...etc
end
And where you want the plane to start flying you put this in your script:
thread global/bomber.scr::bomb #
# must correspond with the .set value you inserted for all your splinepaths.