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multiple objects to blow up
Posted: Mon Apr 07, 2003 6:47 pm
by HUNTER--{A}--
I am creating an objective that by placing one bomb I want 3 different guns to blow up. I have tried naming all three guns identical but that does not work. What I have is: the bomb will set and explode. The three guns are displayed,but when the bomb explodes they do not change to the destroyed tik file
Posted: Mon Apr 07, 2003 7:14 pm
by jv_map
In radiant, do you see three lines from your bomb to the guns?
Posted: Mon Apr 07, 2003 9:34 pm
by HUNTER--{A}--
Yes I see the three blue lines running from the bomb to each of the three guns.
Posted: Tue Apr 08, 2003 12:23 am
by TheShiznaeSpe
are u using the #set key correctly?
-each explosion set (exploder, explodersmashed, exploderfire, explodertrigger) should have a unique set
-to set the "set," press n to bring up entity window (with entity selected)
-enter key
#set
-enter value
1
-then for each other model in the set, give it the same #set and value
-for the other sets, just give different values-u follow?

Posted: Tue Apr 08, 2003 10:09 pm
by HUNTER--{A}--
No I'm sorry I don't follow what you mean. I figured each one would have to different some how but still be connected. I have not used #set. Where does it go?
Here is what I have:
Script object
$destroyed_model models/statweapons/20mmflak_d.tik
Model statweapons/20mmflak.tik
targetname gun_weapon1
this brings up the object
then i have
Trigger use
targetname gun_trigger1
this I place where I want the bomb to be
then I have
Script Model
$explosion_fx fx/fx_flak88_explosion.tik
$explosion_sound explode_aagun
$triggername gun_trigger1
model items//pulse_explosive.tik
target gun_weapon1
targetname gun_explosive1
this is the bomb, I place thetrigger over the bomb
then I have
script origin
targetname gun_target1
this I place over top of the guns
The first script object and the last script origin I have 3 of to create the 3 guns, the trigger use and the script model I have 1 of only
If you could copy and paste and make the changes it would be greatly appreciated
thanks
Posted: Wed Apr 09, 2003 12:44 am
by TheShiznaeSpe
Posted: Thu Apr 10, 2003 9:55 pm
by TheShiznaeSpe
Posted: Fri Apr 11, 2003 9:49 pm
by Bjarne BZR
Check out
http://www.planetmedalofhonor.com/rjuka ... orial.html
It follows the bomb and document tutorial I've got ( and that is also here on .map )
Posted: Fri Apr 11, 2003 11:49 pm
by HUNTER--{A}--
OK I went to the link. I read the tut. This time can i have it in english. LOL
I am totally lost reading that tut. (yes it is probably me as I'm a noob at this still) I want to set one bomb and have 3 different guns explode. Right now because they are all scripted the same there are 3 blue lines running to each one and when i set the bomb and it goes off the game says the objective has been destroyed, the problem is the guns don't change to there destroyed tiks.
Posted: Sat Apr 12, 2003 12:33 am
by Bjarne BZR
Ohh sorry, gave U the wrong tut then... thought U wanted multiple bombs
Go here:
http://www.planetmedalofhonor.com/rjuka ... orial.html
Basically: follow the tut...
All that should be blown up ( the flak88:s ) should have
targetname exploder
The stuff that replaces the exploder after the bomb goes of should have
targetname explodersmashed
Posted: Sat Apr 12, 2003 2:39 am
by TheShiznaeSpe
have u tried the method i specified in my 2nd post over at the tr forums?
if it didn't work, i'd like to know, just so i can see where i messed up

Posted: Sat Apr 12, 2003 7:54 am
by HUNTER--{A}--
yes I tried the method you suggested Shiznaespe I replied at the other post. That method rendered both the normal and destroyed model at the same time
Posted: Sat Apr 12, 2003 3:11 pm
by HUNTER--{A}--
SUCCESS!! thanks Bjarne BZR.

Posted: Sun Apr 13, 2003 7:48 am
by 7th Es Cyborg
Hey hunter - long time no see - if you need help you can IM me. I'm not as good as others around here but I can get you quick answers on the basics stuff......