script is working but mustard gas isn't burning ppl?
Posted: Sun Dec 14, 2008 5:49 am
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
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