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smoking exploder

Posted: Tue Jun 24, 2003 11:22 am
by small_sumo
Im sure its as simple as $myexploder anim nosmoke or sumin liek that but .......... well here I am at .map :)

Its the explodersmashed bit it sits there smoking long before the bomb is exploded, everything works aside from this uglyness.

:)

Posted: Tue Jun 24, 2003 11:45 am
by jv_map
What kind of thing is your $explodersmashed? Do you have more than one $explodersmashed in your map?

How to get anim words.

Posted: Tue Jun 24, 2003 11:57 am
by tltrude
To get the right commands to turn emitters on and off, you just have to hit the "Anim:" +/- buttons in the entity window (key N). Most likely it is:

$exploderfire anim stop

Smoke entities should be named "exploderfire" and have the same #set as the exploder. It is all explained in the exploder.scr file in global.

The "explodersmashed" things are hidden (hide) by the exploder script until the exploder is triggered (show). But, the hide command will not stop emitters that start already on.

Posted: Wed Jun 25, 2003 12:55 am
by small_sumo
I'm sure its the exploder that is smoking I moved it accross away from the others (exploder exploderfire) so I could figure wich one was smoking. The model only has one animation.
Not sure what to do please help.

:)

Image
Image

Posted: Wed Jun 25, 2003 1:19 am
by nuggets
$myexploder anim stop