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Destroying stuff
Posted: Sun Mar 02, 2003 6:08 pm
by 6thDLI-Quantum
We all know how the V2 and The Bridge maps destroy objects around the bombs [I.e. the control room is destroyed when the bomb goes off in V2], but how do you do it?
I have a two objective map, and the script is now working fine, but it looks unrealistic if I do not destroy some of the surrounding area near the bomb, when it goes off.
Come on jv_map, this thread has been posted for minus 30 seconds and you haven't replied yet !

Posted: Sun Mar 02, 2003 9:41 pm
by jv_map
Read the top of global/exploder.scr. All is explained. 8)
Give your bomb an #exploder_set value which is equal to the #set value as discussed in said script.
Posted: Sun Mar 02, 2003 10:11 pm
by 6thDLI-Quantum
Cheers dude

Posted: Mon Mar 03, 2003 12:40 pm
by Bjarne BZR
Well: do 2 things:
1: Check my map
obj/vemork_factory to see if that is what U R looking for ( The bomb objective causes massive mayhem to its surroundings ).
2: Check out my
tutorial on how I did it ( It is based on how the control room is done in V2, and it contains a full example source ).
Posted: Mon Mar 03, 2003 7:20 pm
by 6thDLI-Quantum
Thanks Bjarne BZR

Posted: Tue Mar 04, 2003 3:54 pm
by 6thDLI-Quantum
Mmmm, I just cannot get this working. I have got the a bad cold and my head is full so maybe it isn't sinking in.
However, I thought I would just try something, to see if it works. And it did! What I did was to make a wall with func_barrel and gave it a key of barreltype and a value of water [as this will not explode when fired at or naded, only in an explosion]. And when the bomb went off, the wall blew. Neat.
As I am an inexperienced mapper, what is wrong with this method? Are you limited in any way?
Posted: Tue Mar 04, 2003 4:19 pm
by 6thDLI-Quantum
Oh no! It doesn't work like it should, because I can blow it with nades [or if I fire enough at it]. I tried setting the health but it would have to be some ridiculous figure just in case it got hit by cross-fire or by a stray nade. Still it may be a useful tip if you want to remove a wall or similar without a bomb.
So, back to square 1. Bjarne I download your tutorial [had problems with your map though m8, couldn't see any objectives

] and this explosion works, but I want a wall behind your panel to explode and disappear when the panel blows.
Go easy on me, my head hurts!

Posted: Tue Mar 04, 2003 5:14 pm
by Bjarne BZR
poor u... i'll use no large letters in this post to make it easy on your eyes
u did not see any objectives? strange...
well to insert a wall that explodes from the explosion do:
1) create a wall and prepare it like
3. something to blow up ( make it a script_object, give it '#set 1' and 'targetname exploder' )
2) create an exploded version of the wall like
7. something left after the explosion? ( make it a script_object, give it '#set 1' and 'targetname explodersmashed' )
that should do it... the 'exploder' object will be replaced by the 'explodersmashed' object when the bomb blows...
be shure to see to it that all brushes have the right class ( mostly script_object's... if not correct, the result is unpredictable )
Posted: Tue Mar 04, 2003 5:50 pm
by 6thDLI-Quantum
I have made a real mess of this....
And I cannot believe what I have done...
I was typing
set# instead of
#set as the key. No wonder it didn't work! The wall wasn't being included within exploder call. DOH!. Let that be a lesson to you all, make sure your syntax is correct. And do not even try to map when you are ill. Go back to bed and just get better!!!!
Thanks again Bjarne [I could only just read your message though, font was too small!

]
Posted: Tue Mar 04, 2003 6:07 pm
by Bjarne BZR
My first reaction was to write LOL... but then I rememberd the multi?le times I done things just like that...
... glad to help dude.
