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hey i have a few questions now my bomber test is complte!

Posted: Tue Jul 23, 2002 7:49 am
by KcAX18
hey i have a few questions now my bomber test is complte thx to wombat
1.if someone could script and make a raft that moves from points a to b to c to d .that would be great.

2.could somone tell me in the single player map the one with the jeep that u shoot and the sas guy drives how the stuka shoots u with bullets and i was just wondering how do u do that?

3.i want to make a imoble sherman tank shoot into a gully like the tank cant move but it can shoot ,i dont want to be in the tank but i want it to shoot by its self and then i will time it and put random explasions in

thx

I have done 1 and 3.

Posted: Wed Jul 24, 2002 3:05 am
by tltrude
Ok here is a map with a motorboat that travels between two docks.

http://www.intplsrv.net/tltrude/Temp/boat.zip

It works, but there are are a few lines in the script you must change to get it working well. Change the red lines.

//----------------------------------------------------------->
// boat threads
//----------------------------------------------------------->

boat_preparation:

$boat moveto $boat_dock2 // Moves boat to the starting spot.
$boat_trigger bind $boat // Attaches the invisible boat trigger into the boat so it moves with it.
$boat_wake bind $boat // Attaches spray emmitter to the boat.
$boat_motor bind $boat // Attaches the motor to the boat a with seperate targetname.
$boat_handle bind $boat_motor // Attaches non-solid motor handle to the boat.
$boat time 4 // sets the boat move time to first waypoint, 4 seconds.
local.elepos = 0 // set the position of the boat.
goto boat_standby // standing by and waiting player to activate the trigger.

//----------------------------------------------------------->

boat_standby:

$boat_trigger waittill trigger // standing by and waiting player to activate the trigger.
if (local.elepos == 0)
{
goto boat_move_up
}
else
if (local.elepos == 1)
{
goto boat_move_down
wait 1

}

//----------------------------------------------------------->

boat_move_up:


$boat_wake anim start
$boat_motor loopsound boat_snd_idle
$boat moveto $boat_way02
$boat waitmove
$boat time 16
$boat moveto $boat_way03
$boat waitmove
$boat time 4
$boat moveto $boat_dock1
$boat rotateYup 180 // turns the boat around for return trip.
$boat waitmove
$boat_wake anim stop
$boat_motor loopsound boat_snd_idle wait
local.elepos = 1

goto boat_standby

//----------------------------------------------------------->


boat_move_down:

$boat_wake anim start
$boat_motor loopsound boat_snd_idle
$boat moveto $boat_way03
$boat waitmove
$boat time 16
$boat moveto $boat_way02
$boat waitmove
$boat time 4
$boat moveto $boat_dock2
$boat rotateYup 180 // turns the boat around for return trip.
$boat waitmove
$boat_wake anim stop
$boat_motor loopsound boat_snd_idle wait
local.elepos = 0

goto boat_standby

end

//----------------------------------------------------------->
// random tank fire thread
//----------------------------------------------------------->

For number 3, add a script origin for sound above your tank and a fx smoke emitter to the barrel (fire_good works great). Then modify your random exploders like this:

random_explode1:


wait (randomfloat 4 + 16)

if ($bomb1.exploded == 1) // makes the tank stop firing if blown up in an objective match.
{
end
}
$tank_origin playsound tank_snd_fire2 // may require ubersound fix.
$random_tankfire anim start // this is the smoke start
$random_explode1_origin playsound arty_leadinmp1

wait 1

$random_tankfire anim stop // this is the smoke stop
$random_explode1 anim start
radiusdamage $random_explode1_origin 256 384
wait 5
goto random_explode1


//----------------------------------------------------------->

You also need to put "$random_tankfire anim stop" at the top of your script just to make sure the smoke is off to start with. You don't have to use my target names.

Hope that helps, good luck.

Posted: Wed Jul 24, 2002 5:59 am
by kdja
for Q 2
Open the SCR and see, use Wombats or Scorpios BSP viewer and see what the triggername is etc::
its all there sfor us use :)

Kdja

Posted: Wed Jul 24, 2002 6:22 am
by KcAX18
thx too all that r helping me i really apresiate it all
i think i may have trubles with the shooting plane but the baot was exactly what i wanted thx tom and the tank worked perfectly too but there is one thing with the tank how can i make it move its barrel when shooting?

turret

Posted: Wed Jul 24, 2002 8:55 am
by tltrude
I used a Sherman which does not have a movable barrel. But, if you look at the m5 map scripts, you'll probably find it. Perhaps this line for an AI machine gun will work:

$mg42_left1 setaimtarget $player

You just need to use your tank's turret name and the random exploder's name. I know there is a tank with no turret and there should be a seperate turret for it somewhere. You can bind the smoke emitter to the turret "$random_tankfire bind $tank_turret". If it works, please post it.

Image

Posted: Wed Jul 24, 2002 11:40 am
by KcAX18
hey tom do u think u could send me that map in that screen shot u posted cause i am haveing truble with the tank now i dont know how to set the smoke i put the fire_good in front of the barrel but how do i make it go off when i want it to and also how do i make that sound for the script origen is it just give the tank the somke and the script origen all #set 1 ?