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Explosions planes and fire
Posted: Thu Feb 20, 2003 1:51 am
by Gen Cobra
I'm curious. Instead of wasting all night to figure this out.
1.Does anyone know if I can link fire as an fx after an explosion along with smoke. Do I do it in the normal fashion such as #set yadda yadda.
2. Can i link and explosion timed to a plane flying overhead?
Simple answers are fine.

(as long as you know)

Posted: Thu Feb 20, 2003 4:02 am
by mohaa_rox
Just add the fx with #set xxx and targetname exploderfire.
U can link the explosion, probably a setthread trigger multiple or the wait xxx timer.
It worked
Posted: Thu Feb 20, 2003 4:46 am
by Gen Cobra
Hey it worked! This map is gonna be so sick. I got the Stuka chasing the c47 while the c47 is dropping a bomb on a bridge destoying the bridge... *Whew*.... that took entirely too long to script. Now I gotta make another one.

Posted: Thu Feb 20, 2003 10:49 am
by mohaa_rox
You got planes to drop bombs? Tell me more......
Posted: Thu Feb 20, 2003 11:29 am
by [253RID]General-Haines
Yeah tell me to i need some info on dropping bombs for my new map!
Posted: Thu Feb 20, 2003 11:50 am
by Gen Cobra
They didn't actually drop the bomb. ie bomb dropping in the air, but I timed a hurtme explosion with the same #set as the plane. I used a wait .5 like i used it for the planes sound when it flys over and vualla the bomb exploded right where the sound was and BOOM.... i died.
Posted: Thu Feb 20, 2003 11:55 am
by Gen Cobra
Oh I see what you are asking. I'll post an exact script when I get it ironsed out. It is awesome. I just started experimenting with the #sets and different things. You can trigger almost anything with the script editor if you are bold enough to try it first. MOHAA ROX you are better than me at this I know you can figure this out.

Posted: Thu Feb 20, 2003 12:42 pm
by mohaa_rox
Any thing you need, just ask me. I can try to add stuff, like maybe those SP thingy in AA or SH. Need a halftrack gunner?
Posted: Thu Feb 20, 2003 1:21 pm
by Gen Cobra
WOW

Cool. Can you do that? That is awesome. You gotta see what I made. It's fricken awesome. I made this building that is fully explodable from all sides. I wanna make it burn but when I add the fire fx to the exploderfire it just goes away like the explosion.

Oh well.
The building is great. I gave the walls health 250 so it takes 1 grenade sometimes sometimes 2. People are gonna love this level I can tell. My next building is gonna be the opening sequence when the level starts. Sun is setting, fog 7500, Three bombers fly over from the sun flare and blow up a 4 story clock tower. ROCK!
I'm working on that bombing script.
Posted: Thu Feb 20, 2003 4:29 pm
by Gen Cobra
Does anyone know how to script the fire fx so that it stays after the explosion. I already hooked it as an exploderfire and it just disappears like the explosion when it's done. Anybody? *tumble weeds blowing*

Posted: Thu Feb 20, 2003 6:49 pm
by Slyk
I know there's more than one way, but first one I thought of would be to use a 'hide/unhide' function. Set up your fire and in the script use a '$targetname hide' and then 'unhide' that will 'unhide' your fire just after the explosion. That would be one dirty way to do it.
Otherwise, and I may be wrong on this, I think you need to add a life expectancy integer to the entity to get it to stay........check the 'g-allclasses' file to see if you can find some related commands.
Posted: Fri Feb 21, 2003 2:19 am
by Gen Cobra
I tried using it as the explodersmashed but that didn't work. Do you mean?...
#set
1
targetname
expoderfire
$targetname
hide
-----------------
#set
1
targetname
explodersmashed
$targetname
unhide
Like that? Explain more. please[\size]
Posted: Fri Feb 21, 2003 3:41 am
by TheShiznaeSpe
Gen Cobra wrote:
$targetname
unhide
umm... i think show is the opposite of hide (at least it is in scripting for maps)
also, maybe an anim start would work better
put the fx in at the start of the map, then put $fx anim start
if it's hidden, also use a show command
Posted: Fri Feb 21, 2003 6:21 am
by mohaa_rox
You can't use show or unhide for fx, use anim start instead. He's right.
Posted: Fri Feb 21, 2003 7:42 am
by Gen Cobra
Slyk wrote:I know there's more than one way, but first one I thought of would be to use a 'hide/unhide' function. Set up your fire and in the script use a '$targetname hide' and then 'unhide' that will 'unhide' your fire just after the explosion. That would be one dirty way to do it.
I didn't say use unhide Slyk did. I'll try what you said.
Thank you a lot.