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script is working but mustard gas isn't burning ppl?

Posted: Sun Dec 14, 2008 5:49 am
by bloodstone
i have a script thats working..the smoke comes out but its not burning(its a mustard gas mod)here's the script.............................................................................................................................................................................................................. setup_trigger:

local.trigg = spawn trigger_use
local.trigg.origin = ( -632.88 1436.87 -447.88 ) //insert origin
local.trigg.angles = ( 14.73 -84.28 0.00 ) //insert angles
local.trigg setsize ( -20 -20 0 ) ( 20 20 20 )
local.trigg.switch = spawn script_model
local.trigg.switch model "animate/alarmswitch.tik"
local.trigg.switch.origin = local.trigg.origin

local.trigg setthread triggered

end

triggered:

self nottriggerable

local.smoke = spawn script_model
local.smoke.origin = ( -1123.66 837.88 -457.22 ) //self.origin
local.smoke.angles = ( 0.77 0.61 0.00 ) //self.angles
local.smoke model "fx/M18_Smoke_grenadeExplosion.tik" //Your ModelPath no /models
local.smoke anim idle

self.switch anim turnon

wait 30 //determine how long it smokes

self.switch anim turnoff
local.smoke remove
self triggerable

end
and heres the mod it comes from............................................................................................................................................................................................................... TIKI
setup
{
scale 1.0
path models/fx/dummy
skelmodel dummy2.skd
}

init
{
server
{
classname Explosion
constantdamage
damageeveryframe
// ghost
// svflags +sendonce
rendereffects +dontdraw
notsolid
radiusdamage 0.30
radius 250
meansofdeath fire
life 25
}

client
{
//
// !!! these values should be mimicked by the server-side simulation above !!!
//

originemitter initial
(
spawnrate 1.5
model Mustard_Gas.spr
color 1 1 1
spritegridlighting
alpha 0.5
collision
bouncefactor 0.8
life 10
scalerate 0.7
velocity 30
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 0.2
scalemax 1.0
fadedelay 1
fadein 0.5
)
}
}

animations
{
$path models/projectiles/M18_smoke_grenade
idle M18_smoke_grenade.skc
{
client
{
entry sound smokegrenade_exp_start
entry loopsound smokegrenade_exp_loop
entry commanddelay 29.9 sound smokegrenade_exp_end
}
}
}
any idea's why the smoke is burning when it comes out???any help would be helpfully..ty

Re: script is working but mustard gas isn't burning ppl?

Posted: Sun Dec 14, 2008 6:48 am
by Aprop
bloodstone wrote: any idea's why the smoke is burning when it comes out???any help would be helpfully..ty
I never seen MOHAA mustard gas script but ill try explain you how it work
Where you downloaded this mod?


damageeveryframe //this damage player every frame
notsolid // try remove notsolid maybe it'll help?
radiusdamage 0.30 //radiius
radius 250
meansofdeath fire //damage type

Btw do you have file Mustard_Gas.spr ? Ir seems necessary

Posted: Sun Dec 14, 2008 4:40 pm
by bloodstone
o im sry..the mustard gas isnt burning when it comes out..heres a link to the mod i use if u would like to look at it..ive tryed a few things...dont know if i have to add any thing from his mod in to mine..i set the path to that mod...........................http://files.filefront.com/DV8Rs+Mustar ... einfo.html..

Posted: Thu Dec 18, 2008 3:28 am
by bloodstone
any one have any idea's???

Posted: Wed Dec 31, 2008 6:26 pm
by Aprop
Got idea! Check out MODERN WARFARE mod, where is a ppl-burning gas! Download it from filefront.
Happy new year!

Posted: Thu Jan 01, 2009 1:34 am
by Herr Klugscheisser
I have a simple idea if you are doing this for spearhead and have one or more of the smoke nade as a posion gas nade. I prefer the Russian one because of the yellow smoke, but that's just me. Anyway, here is a quick example of one way you could do it.

Code: Select all

	local.exploder = spawn models/projectiles/RDG-1_Smoke_grenade.tik origin ( x y z ) 
	local.exploder speed 0
	local.exploder explode

Posted: Fri Jan 02, 2009 11:04 pm
by Tazz
have u tried something like

Code: Select all

local.player hurt 25
wait 3
local.player hurt 25
wait 3
local.player hurt 25
wait 3
local.player hurt 25
this would take 12 secs to kill player...u can change the times u want or u can change the hurt number...whatever u want but this is the way the burn script works....good luck man

Posted: Sun Jan 04, 2009 5:10 am
by bloodstone
ok i try this...ill let ya know if it works...ty