Page 1 of 1
changing obj scripts
Posted: Fri Jun 27, 2003 1:18 pm
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
Re: changing obj scripts
Posted: Fri Jun 27, 2003 2:59 pm
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.
Posted: Sat Jun 28, 2003 10:54 am
by w0lv3
and about making the rocket launch, is there any way to do this other than adding to its vertical origin?
Posted: Sat Jun 28, 2003 11:49 am
by nuggets
you could just use
$ocket time 5
$rocket moveUp 1248
$rocket move
Posted: Sun Jun 29, 2003 1:41 am
by w0lv3
i have tried moveup before but it didnt work, maybe i needed that $rocket $move???
Posted: Sun Jun 29, 2003 4:55 pm
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