changing obj scripts

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w0lv3
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changing obj scripts

Post by w0lv3 »

Theres a couple of things i want to change in the V2 obj map, i want to make it so the rocket doesnt explode, but instead it launches. (not sure if this is possible, i was thinking something like spawning another rocket in its place and launching that one)
and to actually be able to test this i need it so the game starts with only 1 player in the game so it allows me to set bombs.
Thanks for any sugestions
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mohaa_rox
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Re: changing obj scripts

Post by mohaa_rox »

w0lv3 wrote: i need it so the game starts with only 1 player in the game so it allows me to set bombs.
Thanks for any sugestions
u can use jv's bomb thinker shipped with the bots, which allows 1 player to plant bombs.
Live to map, not map to live.
-mohaa_rox, .map
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w0lv3
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Post by w0lv3 »

and about making the rocket launch, is there any way to do this other than adding to its vertical origin?
nuggets
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Post by nuggets »

you could just use
$ocket time 5
$rocket moveUp 1248
$rocket move
hope this helps, prob not cos it's all foreign 2 me :-/
w0lv3
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Post by w0lv3 »

i have tried moveup before but it didnt work, maybe i needed that $rocket $move???
nuggets
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Post by nuggets »

1st create a script_object, caulk it, and place it on top of the rocket
key: targetname
value: rocket_block

get_going:
$rocket bind $rocket_block
$rocket_block time 5
$rocket_block moveUp 1000
$rocket_block move
end
hope this helps, prob not cos it's all foreign 2 me :-/
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