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Scripting Bombs
Posted: Sat Jun 14, 2003 11:35 pm
by Clackinizer
This may sound dumb...... but i am having trouble scripting 2 bombs like in Omaha Beach. I looked at the Omaha Beach.scr and i looked at .map tutorial but both confused me even more....
I used Nemesis's tutorial which worked fine.... but it only explains how to do one bomb... Can someone explain it a little more understandable? Please and Thankyou! 8)
Posted: Sun Jun 15, 2003 12:13 am
by Bjarne BZR
Ive got one tutorial on bombs:
http://www.planetmedalofhonor.com/rjuka ... ctive.html
...and one on how to combine multiple objectives ( of any type ):
http://www.planetmedalofhonor.com/rjuka ... ctive.html
Hope that helps
Posted: Sun Jun 15, 2003 2:47 am
by Clackinizer
Thanks for the help Bjarne...but i am still a little blank on this...

This is my first time doing an obj map... So i went to look at the obj_team3.scr again..... and i narrowed it down to only the bomb stuff. Here's what i have:
Code: Select all
// OMAHA BEACH OBJECTIVE DM
// BY ADAM "SENN" BELLEFEUIL
main:
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/obj/obj_team5.scr
exec global/ambient.scr obj_team5
setcvar "g_obj_alliedtext1" "- Breach the shingle"
setcvar "g_obj_alliedtext2" "- Destroy two 15cm"
setcvar "g_obj_alliedtext3" "cannons"
setcvar "g_obj_axistext1" "- Prevent Allies from"
setcvar "g_obj_axistext2" "taking the beach"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
level waittill spawn
level.bomb_damage = 200
level.bomb_explosion_radius = 640
level.defusing_team = "axis"
level.planting_team = "allies"
level.dmrespawning = 1 // 1 or 0
level.dmroundlimit = 10 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
level waittill roundstart
$88mm_explosive1 thread global/obj_dm.scr::bomb_thinker
$88mm_explosive2 thread global/obj_dm.scr::bomb_thinker
$88mm_explosive1 thread axis_win_timer
thread allies_win_bomb $88mm_explosive1 $88mm_explosive2
thread bomb1_exploded $88mm_explosive1
thread bomb2_exploded $88mm_explosive2
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------
allies_win_bomb local.bomb1 local.bomb2:
while (local.bomb1.exploded != 1)
waitframe
while (local.bomb2.exploded != 1)
waitframe
teamwin allies
end
//*** --------------------------------------------
//*** "Bomb 1 Exploded"
//*** --------------------------------------------
bomb1_exploded local.bomb1:
while (local.bomb1.exploded != 1)
wait .1
iprintlnbold "Allies have destroyed the Western Cannon!"
end
//*** --------------------------------------------
//*** "Bomb 2 Exploded"
//*** --------------------------------------------
bomb2_exploded local.bomb2:
while (local.bomb2.exploded != 1)
wait .1
iprintlnbold "Allies have destroyed the Eastern Cannon!"
end
So.... do i just do what the tut's say..... and add 2 guns with the targetnames 88mm_explosive1 and 88mm_explosive2? and do all of the other trigger, models blah blah blah stuff?
Bah!!! I'm so confused with the scripting and the mapping!

looks fine
Posted: Sun Jun 15, 2003 6:30 am
by tltrude
Your script is good. Yes, just add the second bomb and it will work.