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I wouldn't touch that if I were you....

Posted: Mon Jun 09, 2003 8:52 pm
by Zip
...BOOM! Hehe :)

Is it possible to make some booby traps? Like...open a door and you get blown up (ha), walk past a tree and then it falls on you (hehe), set a trip wire off and leap 400 meters in the air and spread yourself across 200 meters (teehehehe), stuff like that? :D

Posted: Mon Jun 09, 2003 9:04 pm
by FoShizzle
I'm interested in this answer as well :D

Posted: Tue Jun 10, 2003 2:03 am
by Bjarne BZR
You can basically do anything... if you know the scipting language: the skybox is the limit :wink:

Posted: Tue Jun 10, 2003 2:20 am
by Reish Vedaur
You can do all of that stuff. The tree thing I think has to be done in Spearhead, using a derivative of the script that makes the trees fall over when you're on the AA Gun in the first mission. Blown up by opening a door is easy, though I can't claim to know how to do it. Something to do with a trigger_use, though that's fairly obvious. But here's something I do know (thanks to Clack's most recent experiment in mapping)... You can make ceilings and spikes fall when you reach a certain area and "squash" you. Clack, you wanna take it from here?

?

Posted: Tue Jun 10, 2003 2:23 am
by Clackinizer
<cough> Do what? <cough> I'm sorry... can't do it now... I've been really ill lately... I'll have to come back to this... Terribly sorry <cough> :oops:

Posted: Tue Jun 10, 2003 8:51 am
by Zip
*Zip slides a lozenge across the table to Clackinizer*

Hope you feel better soon :(

Hehe, booby traps will work eh, :D . I guess i should have posted this in scripts though :oops:

About the trees, does anyone know how you make those trees that fall down when shot by an aa gun? (Not the booby trap kind, the ones from Spearhead) Can you make an entire forest of them without ruining the FPS too much? (..."I know the enemy are in that forest Sgt. but I just can't see 'em"......*boom, bang, bang*......"Oh, now I see 'em"...) :lol:

I know about the spikes and squashing things (they're in Grabstatte), but I think they're a bit more jungle warfare. I don't know how to make them though :(

Posted: Tue Jun 10, 2003 9:44 am
by mohaa_rox
u need to make triggers on ur spikes, triggers than make damages. look at one of the tutorials on damaging health with triggers.

then maybe ur booby trap, if u want the player to fall in, while he steps on it, maybe give the trap a script object with a targetname of "trap". then in ur script, a simple one:

if($player isTouching $trap)
wait 0.2
$trap remove //with a hole below and some spikes with triggers that
// damage
end

ur script should have the part where the player damages himself with the trigger.

Posted: Tue Jun 10, 2003 10:17 am
by Zip
Ooh, hadn't thought of those little beauties :)

I suppose I should be careful how many I add, could be annoying to keep dying all the time without shooting first.

Posted: Tue Jun 10, 2003 10:33 am
by bdbodger
I used one of those falling trees in spearhead even had a script to make it fall but I shot it with an aa gun and it broke in half . Use one like addon_animate_natural_fallingtrees_tree01_omnifalling and check the tik for animations

animations
{
idle falling_tree01_idle.skc
pain_small falling_tree01_light_shudder.skc
{
client
{
first emitteron pain_small
last emitteroff pain_small
}
}
pain_medium falling_tree01_medium_shudder.skc
{
client
{
first emitteron pain_small
last emitteroff pain_small
}
}
pain_large falling_tree01_heavy_shudder.skc
{
client
{
first emitteron pain_small
last emitteroff pain_small
}
}
death falling_tree01_fall0.skc
{
client
{
0 commanddelay 2 emitteron smokingwood
0 originspawn
(
count 1
model models/fx/mortarBurst_tree.tik
offset 0 0 165
)
17 sound tree_fall_start
17 tagspawn tag_snowemitter01
(

model vsssource.spr
count 50
alpha 0.75
color 0.75 0.75 0.75
life 6
scalerate 0.75
randvel crandom 10 crandom 10 range -15 40
accel 0 0 -15
offset crandom 15 crandom 15 range -200 160
angles crandom 50 crandom 50 crandom 50
avelocity crandom 10 crandom 10 crandom 10
scalemin 0.35
scalemax 0.8
fadedelay 1
fadein 1
)
17 tagspawn tag_snowemitter01
(

model vsssource.spr
count 15
alpha 0.55
color 0.85 0.85 0.9
life 4
scalerate -0.25
randvel crandom 20 crandom 20 random 20
accel 0 0 -45
offset crandom 15 crandom 15 range -200 200
avelocity crandom 100 range -10 200 range -10 200
scalemin 0.15
scalemax 0.5
fadedelay 1.5
)
77 sound tree_fall_end
last commanddelay 10 emitteroff smokingwood
}
server
{
70 killtrace "0 0 50" "0 0 0" 11 176
last orientedbbox "-11 -11 0" "89 11 176" 0
}

}

/*QUAKED addon_animate_natural_fallingtrees_tree01_orientedfalling (0.0 .0 0.0) (0 0 0) (0 0 0) FALLEN_NOT_SOLID
Oriented Falling Tree
*/

most are for trees with snow but there are a couple for green trees

Posted: Tue Jun 10, 2003 10:44 am
by Zip
I used one of those falling trees in spearhead even had a script to make it fall but I shot it with an aa gun and it broke in half


That's what i meant. So they work without having to do anything too, wow :o

Thanks m8 :)

Posted: Thu Jun 12, 2003 3:30 pm
by Slyk
The booby trap thing is really easy if you just do a small minefield setup. Use a 'trigger/multiple' sized right and give it key: $targetname value: minefield and then add this to your script file under 'main'... "exec global/minefield.scr::minefield_setup"

That'll set up the minefield/booby trap for the player to walk through after opening a door. I'm sure that the door itself could be setup to trigger the trigger as well and blow up....probably set the minefield trigger just offset from the walking area; give the door a targetname and then the minefield properties of key: $trigger and value: $doorname. Not sure, just guessing.

Posted: Thu Jun 12, 2003 7:36 pm
by nuggets
why only SH??? falling trees are possible in AA also

create a trigger->multiple over the tree,
key: setthread
value: falling_tree_thread1
key: targetname
value: falling_tree_trigger1

create the tree
key: targetname
value: falling_tree1

then put in the script
falling_tree_thread1:
local.angles = (vector_toangles ($player.origin - falling_tree1.origin))
falling_tree1.angles = (0 (local.angles[1]+90) 0)
falling_tree1 time 1
falling_tree1 rotatezdown 90
falling_tree1 playsound m5l2a_pole_fall
falling_tree1 waitmove
self remove
end

i think that'll fall on you, it's a while since i last did that script :P hopefully it's in the right language :D

if there's more than 1 tree to fall instead of repeating that script everytime use

all_falling_tree:
local.angles = (vector_toangles ($player.origin - self.origin))
self.angles = (0 (local.angles[1]+90) 0)
self time 1
self rotatezdown 90
self playsound m5l2a_pole_fall
self waitmove
end

and then just re-use this bit

falling_tree_thread1:
falling_tree1 thread all_falling_tree
self remove
end

falling_tree_thread2:
falling_tree1 thread all_falling_tree
self remove
end

etc... etc...

btw this is my ghost if ur wondering about a post i did a couple of days ago :P

Posted: Fri Jun 13, 2003 4:40 am
by small_sumo
Have a look at tom trudes exploding door tut at my site. He has a cannon that shoots you in it, surely a little tweaking on your part will do the job.

Posted: Fri Jun 13, 2003 6:07 am
by jv_map
nuggets wrote:btw this is my ghost if ur wondering about a post i did a couple of days ago :P
I see :wink: