Random Exploder PLEASE HELP
Moderator: Moderators
Random Exploder PLEASE HELP
NOTE:
THIS IS SCRIPT TO ADD INTO A MAP THAT ALREADY HAS BEEN MADE,,ITS A MODIFICATION. I AM NOT MAKING MAP FROM SCRATCH.
Can anyone tell me how to make this scrip work? Please make changes as see fit to make it work. THIS IS FOR MAP DM/NORMANDYBRIDE_V1 and it works, however I dont think is doing the random. I NEED IT TO DO THE BOMBS IN RANDOM MOD. PLEASE HELP. I AM NOT SURE IF THE BOMBS ARE USING THE RANDOM SCRIPT THAT IS WRITTING IN.
main:
exec global/ai.scr
// set scoreboard messages
setcvar "g_obj_alliedtext1" "NormandyBridge_V1"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "NormandyBridge"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
exec scripts/NormandyBridge_V1.scr
THREAD EXPLODERS
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/NormandyBridge.scr
exec global/ambient.scr/NormandyBridge.mus
exec global/ambient.scr mohdm2
exec global/weather.scr
exec global/ambient.scr m3l2
level.music="t3l3"
level waittill spawn
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
//----------------------------------------------------------------------------------
EXPLODERS:
spawn script_model "targetname" "bomb1"
$bomb1 model "fx/explosionBerlinBomb.tik"
$bomb1.origin = ( 1170 30 84)
$bomb1.angles = ( 0 146 0)
$bomb1.targetname = $random_explode1
spawn script_model "targetname" "bomb2"
$bomb2 model "fx/explosionBerlinBomb.tik"
$bomb2.origin = ( 763 779 117)
$bomb2.angles = ( 0 76 0)
$bomb2.targetname = $random_explode2
spawn script_model "targetname" "bomb3"
$bomb3 model "fx/explosionBerlinBomb.tik"
$bomb3.origin = ( 1307 1497 89)
$bomb3.angles = ( 0 45 0)
$bomb3.targetname = $random_explode3
spawn script_model "targetname" "bomb4"
$bomb4 model "fx/explosionBerlinBomb.tik"
$bomb4.origin = ( 2332 1607 90)
$bomb4.angles = ( 0 7 0)
$bomb4.targetname = $random_explode4
spawn script_model "targetname" "bomb5"
$bomb5 model "fx/explosionBerlinBomb.tik"
$bomb5.origin = ( 2833 1677 137)
$bomb5.angles = ( 0 44 0)
$bomb5.targetname = $random_explode5
spawn script_model "targetname" "bomb6"
$bomb6 model "fx/explosionBerlinBomb.tik"
$bomb6.origin = ( 2976 3272 83)
$bomb6.angles = ( 0 107 0)
$bomb6.targetname = $random_explode6
spawn script_model "targetname" "bomb7"
$bomb7 model "fx/explosionBerlinBomb.tik"
$bomb7.origin = ( 2931 3781 13)
$bomb7.angles = ( 0 101 0)
$bomb7.targetname = $random_explode7
spawn script_model "targetname" "bomb8"
$bomb8 model "fx/explosionBerlinBomb.tik"
$bomb8.origin = ( 3704 4095 85)
$bomb8.angles = ( 0 5 0)
$bomb8.targetname = $random_explode8
spawn script_model "targetname" "bomb9"
$bomb9 model "fx/explosionBerlinBomb.tik"
$bomb9.origin = ( 3915 4740 86)
$bomb9.angles = ( 0 77 0)
$bomb9.targetname = $random_explode9
spawn script_model "targetname" "bomb10"
$bomb10 model "fx/explosionBerlinBomb.tik"
$bomb10.origin = ( 3790 5181 71)
$bomb10.angles = ( 0 105 0)
$bomb10.targetname = $random_explode10
spawn script_model "targetname" "bomb11"
$bomb11 model "fx/explosionBerlinBomb.tik"
$bomb11.origin = ( 4178 5232 137)
$bomb11.angles = ( 0 -6 0)
$bomb11.targetname = $random_explode11
spawn script_model "targetname" "bomb12"
$bomb12 model "fx/explosionBerlinBomb.tik"
$bomb12.origin = ( 4480 5948 28)
$bomb12.angles = ( 0 72 0)
$bomb12.targetname = $random_explode12
spawn script_model "targetname" "bomb13"
$bomb13 model "fx/explosionBerlinBomb.tik"
$bomb13.origin = ( 3339 5789 26)
$bomb13.angles = ( 0 48 0)
$bomb13.targetname = $random_explode13
spawn script_model "targetname" "bomb14"
$bomb14 model "fx/explosionBerlinBomb.tik"
$bomb14.origin = ( 4217 6231 76)
$bomb14.angles = ( 0 129 0)
$bomb14.targetname = $random_explode14
spawn script_model "targetname" "bomb15"
$bomb15 model "fx/explosionBerlinBomb.tik"
$bomb15.origin = ( 3972 6761 119)
$bomb15.angles = ( 0 90 0)
$bomb15.targetname = $random_explode15
spawn script_model "targetname" "bomb16"
$bomb16 model "fx/explosionBerlinBomb.tik"
$bomb16.origin = ( -1187.86 -584.37 -223.83 )
$bomb16.angles = ( 0 134 0)
$bomb16.targetname = $random_explode16
spawn script_model "targetname" "bomb17"
$bomb17 model "fx/explosionBerlinBomb.tik"
$bomb17.origin = ( 4235 7175 83)
$bomb17.angles = ( 0 14 0)
$bomb17.targetname = $random_explode17
spawn script_model "targetname" "bomb18"
$bomb18 model "fx/explosionBerlinBomb.tik"
$bomb18.origin = ( 4932 7302 89)
$bomb18.angles = ( 0 60 0)
$bomb18.targetname = $random_explode18
spawn script_model "targetname" "bomb19"
$bomb19 model "fx/explosionBerlinBomb.tik"
$bomb19.origin = ( 750 935 347)
$bomb19.angles = ( 0 -175 0)
$bomb19.targetname = $random_explode19
spawn script_model "targetname" "bomb20"
$bomb20 model "fx/explosionBerlinBomb.tik"
$bomb20.origin = ( 1169 1756 565)
$bomb20.angles = ( 0 89 0)
$bomb20.targetname = $random_explode20
spawn script_model "targetname" "bomb21"
$bomb21 model "fx/explosionBerlinBomb.tik"
$bomb21.origin = ( 2868 1434 185)
$bomb21.angles = ( 0 0 0)
$bomb21.targetname = $random_explode21
spawn script_model "targetname" "bomb22"
$bomb22 model "fx/explosionBerlinBomb.tik"
$bomb22.origin = ( 3517 1879 -18)
$bomb22.angles = ( 0 86 0)
$bomb22.targetname = $random_explode22
spawn script_model "targetname" "bomb23"
$bomb23 model "fx/explosionBerlinBomb.tik"
$bomb23.origin = ( 2136 2340 -18 )
$bomb23.angles = ( 0 -145 0)
$bomb23.targetname = $random_explode23
spawn script_model "targetname" "bomb24"
$bomb24 model "fx/explosionBerlinBomb.tik"
$bomb24.origin = ( 3486 3118 437 )
$bomb24.angles = ( 0 -103 0)
$bomb24.targetname = $random_explode24
spawn script_model "targetname" "bomb25"
$bomb25 model "fx/explosionBerlinBomb.tik"
$bomb25.origin = ( 4398 4014 362)
$bomb25.angles = ( 0 29 0)
$bomb25.targetname = $random_explode25
spawn script_model "targetname" "bomb26"
$bomb26 model "fx/explosionBerlinBomb.tik"
$bomb26.origin = ( 2801 5468 248)
$bomb26.angles = ( 0 -70 0)
$bomb26.targetname = $random_explode26
spawn script_model "targetname" "bomb27"
$bomb27 model "fx/explosionBerlinBomb.tik"
$bomb27.origin = ( 3043 6415 275)
$bomb27.angles = ( 0 -53 0)
$bomb27.targetname = $random_explode27
spawn script_model "targetname" "bomb28"
$bomb28 model "fx/explosionBerlinBomb.tik"
$bomb28.origin = ( 3981 5649 491)
$bomb28.angles = ( 0 -86 0)
$bomb28.targetname = $random_explode28
spawn script_model "targetname" "bomb29"
$bomb29 model "fx/explosionBerlinBomb.tik"
$bomb29.origin = ( 4805 4522 353)
$bomb29.angles = ( 0 92 0)
$bomb29.targetname = $random_explode29
spawn script_model "targetname" "bomb30"
$bomb30 model "fx/explosionBerlinBomb.tik"
$bomb30.origin = ( 4542 6788 468)
$bomb30.angles = ( 0 -123 0)
$bomb30.targetname = $random_explode30
spawn script_model "targetname" "bomb31"
$bomb31 model "fx/explosionBerlinBomb.tik"
$bomb31.origin = ( 3543 7029 594)
$bomb31.angles = ( 0 -87 0)
$bomb31.targetname = $random_explode31
spawn script_model "targetname" "bomb32"
$bomb32 model "fx/explosionBerlinBomb.tik"
$bomb32.origin = ( 3465 6598 594)
$bomb32.angles = ( 0 -149 0)
$bomb32.targetname = $random_explode32
end
//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------
random_explode_setup:
thread random_explode1
thread random_explode2
thread random_explode3
thread random_explode4
thread random_explode5
thread random_explode6
thread random_explode7
thread random_explode8
thread random_explode9
thread random_explode10
thread random_explode11
thread random_explode12
thread random_explode13
thread random_explode14
thread random_explode15
thread random_explode16
thread random_explode17
thread random_explode18
thread random_explode19
thread random_explode20
thread random_explode21
thread random_explode22
thread random_explode23
thread random_explode24
thread random_explode25
thread random_explode26
thread random_explode27
thread random_explode28
thread random_explode29
thread random_explode30
thread random_explode31
thread random_explode32
end
//---------------------------------------------------------------------------------
random_explode1:
wait (randomfloat 13 + 23)
$random_explode1_origin playsound arty_leadinmp
wait 1
$random_explode1 anim start
radiusdamage $random_explode1_origin 256 384
goto random_explode1
random_explode2:
wait (randomfloat 7 + 20)
$random_explode2_origin playsound arty_leadinmp
wait 1
$random_explode2 anim start
radiusdamage $random_explode2_origin 256 384
goto random_explode2
random_explode3:
wait (randomfloat 9 + 18)
$random_explode3_origin playsound arty_leadinmp
wait 1
$random_explode3 anim start
radiusdamage $random_explode3_origin 256 384
goto random_explode3
random_explode4:
wait (randomfloat 12 + 18)
$random_explode4_origin playsound arty_leadinmp
wait 1
$random_explode4 anim start
radiusdamage $random_explode4_origin 256 384
goto random_explode4
random_explode5:
wait (randomfloat 15 + 22)
$random_explode5_origin playsound arty_leadinmp
wait 1
$random_explode5 anim start
radiusdamage $random_explode5_origin 256 384
goto random_explode5
random_explode6:
wait (randomfloat 8 + 15)
$random_explode6_origin playsound arty_leadinmp
wait 1
$random_explode6 anim start
radiusdamage $random_explode6_origin 256 384
goto random_explode6
random_explode7:
wait (randomfloat 10 + 24)
$random_explode7_origin playsound arty_leadinmp
wait 1
$random_explode7 anim start
radiusdamage $random_explode7_origin 256 384
goto random_explode7
random_explode8:
wait (randomfloat 13 + 23)
$random_explode8_origin playsound arty_leadinmp
wait 1
$random_explode8 anim start
radiusdamage $random_explode8_origin 256 384
goto random_explode8
random_explode9:
wait (randomfloat 7 + 20)
$random_explode9_origin playsound arty_leadinmp
wait 1
$random_explode9 anim start
radiusdamage $random_explode9_origin 256 384
goto random_explode9
random_explode10:
wait (randomfloat 9 + 18)
$random_explode10_origin playsound arty_leadinmp
wait 1
$random_explode10 anim start
radiusdamage $random_explode10_origin 256 384
goto random_explode10
random_explode11:
wait (randomfloat 12 + 18)
$random_explode11_origin playsound arty_leadinmp
wait 1
$random_explode11 anim start
radiusdamage $random_explode11_origin 256 384
goto random_explode11
random_explode12:
wait (randomfloat 15 + 22)
$random_explode12_origin playsound arty_leadinmp
wait 1
$random_explode12 anim start
radiusdamage $random_explode12_origin 256 384
goto random_explode12
random_explode13:
wait (randomfloat 8 + 15)
$random_explode13_origin playsound arty_leadinmp
wait 1
$random_explode13 anim start
radiusdamage $random_explode13_origin 256 384
goto random_explode13
random_explode14:
wait (randomfloat 10 + 24)
$random_explode14_origin playsound arty_leadinmp
wait 1
$random_explode14 anim start
radiusdamage $random_explode14_origin 256 384
goto random_explode14
random_explode15:
wait (randomfloat 13 + 23)
$random_explode15_origin playsound arty_leadinmp
wait 1
$random_explode15 anim start
radiusdamage $random_explode15_origin 256 384
goto random_explode15
random_explode16:
wait (randomfloat 7 + 20)
$random_explode16_origin playsound arty_leadinmp
wait 1
$random_explode16 anim start
radiusdamage $random_explode16_origin 256 384
goto random_explode16
random_explode17:
wait (randomfloat 9 + 18)
$random_explode17_origin playsound arty_leadinmp
wait 1
$random_explode17 anim start
radiusdamage $random_explode17_origin 256 384
goto random_explode17
random_explode18:
wait (randomfloat 12 + 18)
$random_explode18_origin playsound arty_leadinmp
wait 1
$random_explode18 anim start
radiusdamage $random_explode18_origin 256 384
goto random_explode18
random_explode19:
wait (randomfloat 15 + 22)
$random_explode19_origin playsound arty_leadinmp
wait 1
$random_explode19 anim start
radiusdamage $random_explode19_origin 256 384
goto random_explode19
random_explode20:
wait (randomfloat 8 + 15)
$random_explode20_origin playsound arty_leadinmp
wait 1
$random_explode20 anim start
radiusdamage $random_explode20_origin 256 384
goto random_explode20
random_explode21:
wait (randomfloat 10 + 24)
$random_explode21_origin playsound arty_leadinmp
wait 1
$random_explode21 anim start
radiusdamage $random_explode21_origin 256 384
goto random_explode21
random_explode22:
wait (randomfloat 13 + 23)
$random_explode22_origin playsound arty_leadinmp
wait 1
$random_explode22 anim start
radiusdamage $random_explode22_origin 256 384
goto random_explode22
random_explode23:
wait (randomfloat 7 + 20)
$random_explode23_origin playsound arty_leadinmp
wait 1
$random_explode23 anim start
radiusdamage $random_explode23_origin 256 384
goto random_explode23
random_explode24:
wait (randomfloat 9 + 18)
$random_explode24_origin playsound arty_leadinmp
wait 1
$random_explode24 anim start
radiusdamage $random_explode24_origin 256 384
goto random_explode24
random_explode25:
wait (randomfloat 12 + 18)
$random_explode25_origin playsound arty_leadinmp
wait 1
$random_explode25 anim start
radiusdamage $random_explode25_origin 256 384
goto random_explode25
random_explode26:
wait (randomfloat 15 + 22)
$random_explode26_origin playsound arty_leadinmp
wait 1
$random_explode26 anim start
radiusdamage $random_explode26_origin 256 384
goto random_explode26
random_explode27:
wait (randomfloat 8 + 15)
$random_explode27_origin playsound arty_leadinmp
wait 1
$random_explode27 anim start
radiusdamage $random_explode27_origin 256 384
goto random_explode27
random_explode28:
wait (randomfloat 10 + 24)
$random_explode28_origin playsound arty_leadinmp
wait 1
$random_explode28 anim start
radiusdamage $random_explode28_origin 256 384
goto random_explode28
random_explode29:
wait (randomfloat 7 + 20)
$random_explode29_origin playsound arty_leadinmp
wait 1
$random_explode29 anim start
radiusdamage $random_explode29_origin 256 384
goto random_explode29
random_explode30:
wait (randomfloat 15 + 22)
$random_explode30_origin playsound arty_leadinmp
wait 1
$random_explode30 anim start
radiusdamage $random_explode30_origin 256 384
goto random_explode30
random_explode31:
wait (randomfloat 13 + 23)
$random_explode31_origin playsound arty_leadinmp
wait 1
$random_explode31 anim start
radiusdamage $random_explode31_origin 256 384
goto random_explode31
random_explode32:
wait (randomfloat 12 + 18)
$random_explode32_origin playsound arty_leadinmp
wait 1
$random_explode32 anim start
radiusdamage $random_explode32_origin 256 384
goto random_explode32
end
THIS IS SCRIPT TO ADD INTO A MAP THAT ALREADY HAS BEEN MADE,,ITS A MODIFICATION. I AM NOT MAKING MAP FROM SCRATCH.
Can anyone tell me how to make this scrip work? Please make changes as see fit to make it work. THIS IS FOR MAP DM/NORMANDYBRIDE_V1 and it works, however I dont think is doing the random. I NEED IT TO DO THE BOMBS IN RANDOM MOD. PLEASE HELP. I AM NOT SURE IF THE BOMBS ARE USING THE RANDOM SCRIPT THAT IS WRITTING IN.
main:
exec global/ai.scr
// set scoreboard messages
setcvar "g_obj_alliedtext1" "NormandyBridge_V1"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "NormandyBridge"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
exec scripts/NormandyBridge_V1.scr
THREAD EXPLODERS
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/NormandyBridge.scr
exec global/ambient.scr/NormandyBridge.mus
exec global/ambient.scr mohdm2
exec global/weather.scr
exec global/ambient.scr m3l2
level.music="t3l3"
level waittill spawn
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
//----------------------------------------------------------------------------------
EXPLODERS:
spawn script_model "targetname" "bomb1"
$bomb1 model "fx/explosionBerlinBomb.tik"
$bomb1.origin = ( 1170 30 84)
$bomb1.angles = ( 0 146 0)
$bomb1.targetname = $random_explode1
spawn script_model "targetname" "bomb2"
$bomb2 model "fx/explosionBerlinBomb.tik"
$bomb2.origin = ( 763 779 117)
$bomb2.angles = ( 0 76 0)
$bomb2.targetname = $random_explode2
spawn script_model "targetname" "bomb3"
$bomb3 model "fx/explosionBerlinBomb.tik"
$bomb3.origin = ( 1307 1497 89)
$bomb3.angles = ( 0 45 0)
$bomb3.targetname = $random_explode3
spawn script_model "targetname" "bomb4"
$bomb4 model "fx/explosionBerlinBomb.tik"
$bomb4.origin = ( 2332 1607 90)
$bomb4.angles = ( 0 7 0)
$bomb4.targetname = $random_explode4
spawn script_model "targetname" "bomb5"
$bomb5 model "fx/explosionBerlinBomb.tik"
$bomb5.origin = ( 2833 1677 137)
$bomb5.angles = ( 0 44 0)
$bomb5.targetname = $random_explode5
spawn script_model "targetname" "bomb6"
$bomb6 model "fx/explosionBerlinBomb.tik"
$bomb6.origin = ( 2976 3272 83)
$bomb6.angles = ( 0 107 0)
$bomb6.targetname = $random_explode6
spawn script_model "targetname" "bomb7"
$bomb7 model "fx/explosionBerlinBomb.tik"
$bomb7.origin = ( 2931 3781 13)
$bomb7.angles = ( 0 101 0)
$bomb7.targetname = $random_explode7
spawn script_model "targetname" "bomb8"
$bomb8 model "fx/explosionBerlinBomb.tik"
$bomb8.origin = ( 3704 4095 85)
$bomb8.angles = ( 0 5 0)
$bomb8.targetname = $random_explode8
spawn script_model "targetname" "bomb9"
$bomb9 model "fx/explosionBerlinBomb.tik"
$bomb9.origin = ( 3915 4740 86)
$bomb9.angles = ( 0 77 0)
$bomb9.targetname = $random_explode9
spawn script_model "targetname" "bomb10"
$bomb10 model "fx/explosionBerlinBomb.tik"
$bomb10.origin = ( 3790 5181 71)
$bomb10.angles = ( 0 105 0)
$bomb10.targetname = $random_explode10
spawn script_model "targetname" "bomb11"
$bomb11 model "fx/explosionBerlinBomb.tik"
$bomb11.origin = ( 4178 5232 137)
$bomb11.angles = ( 0 -6 0)
$bomb11.targetname = $random_explode11
spawn script_model "targetname" "bomb12"
$bomb12 model "fx/explosionBerlinBomb.tik"
$bomb12.origin = ( 4480 5948 28)
$bomb12.angles = ( 0 72 0)
$bomb12.targetname = $random_explode12
spawn script_model "targetname" "bomb13"
$bomb13 model "fx/explosionBerlinBomb.tik"
$bomb13.origin = ( 3339 5789 26)
$bomb13.angles = ( 0 48 0)
$bomb13.targetname = $random_explode13
spawn script_model "targetname" "bomb14"
$bomb14 model "fx/explosionBerlinBomb.tik"
$bomb14.origin = ( 4217 6231 76)
$bomb14.angles = ( 0 129 0)
$bomb14.targetname = $random_explode14
spawn script_model "targetname" "bomb15"
$bomb15 model "fx/explosionBerlinBomb.tik"
$bomb15.origin = ( 3972 6761 119)
$bomb15.angles = ( 0 90 0)
$bomb15.targetname = $random_explode15
spawn script_model "targetname" "bomb16"
$bomb16 model "fx/explosionBerlinBomb.tik"
$bomb16.origin = ( -1187.86 -584.37 -223.83 )
$bomb16.angles = ( 0 134 0)
$bomb16.targetname = $random_explode16
spawn script_model "targetname" "bomb17"
$bomb17 model "fx/explosionBerlinBomb.tik"
$bomb17.origin = ( 4235 7175 83)
$bomb17.angles = ( 0 14 0)
$bomb17.targetname = $random_explode17
spawn script_model "targetname" "bomb18"
$bomb18 model "fx/explosionBerlinBomb.tik"
$bomb18.origin = ( 4932 7302 89)
$bomb18.angles = ( 0 60 0)
$bomb18.targetname = $random_explode18
spawn script_model "targetname" "bomb19"
$bomb19 model "fx/explosionBerlinBomb.tik"
$bomb19.origin = ( 750 935 347)
$bomb19.angles = ( 0 -175 0)
$bomb19.targetname = $random_explode19
spawn script_model "targetname" "bomb20"
$bomb20 model "fx/explosionBerlinBomb.tik"
$bomb20.origin = ( 1169 1756 565)
$bomb20.angles = ( 0 89 0)
$bomb20.targetname = $random_explode20
spawn script_model "targetname" "bomb21"
$bomb21 model "fx/explosionBerlinBomb.tik"
$bomb21.origin = ( 2868 1434 185)
$bomb21.angles = ( 0 0 0)
$bomb21.targetname = $random_explode21
spawn script_model "targetname" "bomb22"
$bomb22 model "fx/explosionBerlinBomb.tik"
$bomb22.origin = ( 3517 1879 -18)
$bomb22.angles = ( 0 86 0)
$bomb22.targetname = $random_explode22
spawn script_model "targetname" "bomb23"
$bomb23 model "fx/explosionBerlinBomb.tik"
$bomb23.origin = ( 2136 2340 -18 )
$bomb23.angles = ( 0 -145 0)
$bomb23.targetname = $random_explode23
spawn script_model "targetname" "bomb24"
$bomb24 model "fx/explosionBerlinBomb.tik"
$bomb24.origin = ( 3486 3118 437 )
$bomb24.angles = ( 0 -103 0)
$bomb24.targetname = $random_explode24
spawn script_model "targetname" "bomb25"
$bomb25 model "fx/explosionBerlinBomb.tik"
$bomb25.origin = ( 4398 4014 362)
$bomb25.angles = ( 0 29 0)
$bomb25.targetname = $random_explode25
spawn script_model "targetname" "bomb26"
$bomb26 model "fx/explosionBerlinBomb.tik"
$bomb26.origin = ( 2801 5468 248)
$bomb26.angles = ( 0 -70 0)
$bomb26.targetname = $random_explode26
spawn script_model "targetname" "bomb27"
$bomb27 model "fx/explosionBerlinBomb.tik"
$bomb27.origin = ( 3043 6415 275)
$bomb27.angles = ( 0 -53 0)
$bomb27.targetname = $random_explode27
spawn script_model "targetname" "bomb28"
$bomb28 model "fx/explosionBerlinBomb.tik"
$bomb28.origin = ( 3981 5649 491)
$bomb28.angles = ( 0 -86 0)
$bomb28.targetname = $random_explode28
spawn script_model "targetname" "bomb29"
$bomb29 model "fx/explosionBerlinBomb.tik"
$bomb29.origin = ( 4805 4522 353)
$bomb29.angles = ( 0 92 0)
$bomb29.targetname = $random_explode29
spawn script_model "targetname" "bomb30"
$bomb30 model "fx/explosionBerlinBomb.tik"
$bomb30.origin = ( 4542 6788 468)
$bomb30.angles = ( 0 -123 0)
$bomb30.targetname = $random_explode30
spawn script_model "targetname" "bomb31"
$bomb31 model "fx/explosionBerlinBomb.tik"
$bomb31.origin = ( 3543 7029 594)
$bomb31.angles = ( 0 -87 0)
$bomb31.targetname = $random_explode31
spawn script_model "targetname" "bomb32"
$bomb32 model "fx/explosionBerlinBomb.tik"
$bomb32.origin = ( 3465 6598 594)
$bomb32.angles = ( 0 -149 0)
$bomb32.targetname = $random_explode32
end
//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------
random_explode_setup:
thread random_explode1
thread random_explode2
thread random_explode3
thread random_explode4
thread random_explode5
thread random_explode6
thread random_explode7
thread random_explode8
thread random_explode9
thread random_explode10
thread random_explode11
thread random_explode12
thread random_explode13
thread random_explode14
thread random_explode15
thread random_explode16
thread random_explode17
thread random_explode18
thread random_explode19
thread random_explode20
thread random_explode21
thread random_explode22
thread random_explode23
thread random_explode24
thread random_explode25
thread random_explode26
thread random_explode27
thread random_explode28
thread random_explode29
thread random_explode30
thread random_explode31
thread random_explode32
end
//---------------------------------------------------------------------------------
random_explode1:
wait (randomfloat 13 + 23)
$random_explode1_origin playsound arty_leadinmp
wait 1
$random_explode1 anim start
radiusdamage $random_explode1_origin 256 384
goto random_explode1
random_explode2:
wait (randomfloat 7 + 20)
$random_explode2_origin playsound arty_leadinmp
wait 1
$random_explode2 anim start
radiusdamage $random_explode2_origin 256 384
goto random_explode2
random_explode3:
wait (randomfloat 9 + 18)
$random_explode3_origin playsound arty_leadinmp
wait 1
$random_explode3 anim start
radiusdamage $random_explode3_origin 256 384
goto random_explode3
random_explode4:
wait (randomfloat 12 + 18)
$random_explode4_origin playsound arty_leadinmp
wait 1
$random_explode4 anim start
radiusdamage $random_explode4_origin 256 384
goto random_explode4
random_explode5:
wait (randomfloat 15 + 22)
$random_explode5_origin playsound arty_leadinmp
wait 1
$random_explode5 anim start
radiusdamage $random_explode5_origin 256 384
goto random_explode5
random_explode6:
wait (randomfloat 8 + 15)
$random_explode6_origin playsound arty_leadinmp
wait 1
$random_explode6 anim start
radiusdamage $random_explode6_origin 256 384
goto random_explode6
random_explode7:
wait (randomfloat 10 + 24)
$random_explode7_origin playsound arty_leadinmp
wait 1
$random_explode7 anim start
radiusdamage $random_explode7_origin 256 384
goto random_explode7
random_explode8:
wait (randomfloat 13 + 23)
$random_explode8_origin playsound arty_leadinmp
wait 1
$random_explode8 anim start
radiusdamage $random_explode8_origin 256 384
goto random_explode8
random_explode9:
wait (randomfloat 7 + 20)
$random_explode9_origin playsound arty_leadinmp
wait 1
$random_explode9 anim start
radiusdamage $random_explode9_origin 256 384
goto random_explode9
random_explode10:
wait (randomfloat 9 + 18)
$random_explode10_origin playsound arty_leadinmp
wait 1
$random_explode10 anim start
radiusdamage $random_explode10_origin 256 384
goto random_explode10
random_explode11:
wait (randomfloat 12 + 18)
$random_explode11_origin playsound arty_leadinmp
wait 1
$random_explode11 anim start
radiusdamage $random_explode11_origin 256 384
goto random_explode11
random_explode12:
wait (randomfloat 15 + 22)
$random_explode12_origin playsound arty_leadinmp
wait 1
$random_explode12 anim start
radiusdamage $random_explode12_origin 256 384
goto random_explode12
random_explode13:
wait (randomfloat 8 + 15)
$random_explode13_origin playsound arty_leadinmp
wait 1
$random_explode13 anim start
radiusdamage $random_explode13_origin 256 384
goto random_explode13
random_explode14:
wait (randomfloat 10 + 24)
$random_explode14_origin playsound arty_leadinmp
wait 1
$random_explode14 anim start
radiusdamage $random_explode14_origin 256 384
goto random_explode14
random_explode15:
wait (randomfloat 13 + 23)
$random_explode15_origin playsound arty_leadinmp
wait 1
$random_explode15 anim start
radiusdamage $random_explode15_origin 256 384
goto random_explode15
random_explode16:
wait (randomfloat 7 + 20)
$random_explode16_origin playsound arty_leadinmp
wait 1
$random_explode16 anim start
radiusdamage $random_explode16_origin 256 384
goto random_explode16
random_explode17:
wait (randomfloat 9 + 18)
$random_explode17_origin playsound arty_leadinmp
wait 1
$random_explode17 anim start
radiusdamage $random_explode17_origin 256 384
goto random_explode17
random_explode18:
wait (randomfloat 12 + 18)
$random_explode18_origin playsound arty_leadinmp
wait 1
$random_explode18 anim start
radiusdamage $random_explode18_origin 256 384
goto random_explode18
random_explode19:
wait (randomfloat 15 + 22)
$random_explode19_origin playsound arty_leadinmp
wait 1
$random_explode19 anim start
radiusdamage $random_explode19_origin 256 384
goto random_explode19
random_explode20:
wait (randomfloat 8 + 15)
$random_explode20_origin playsound arty_leadinmp
wait 1
$random_explode20 anim start
radiusdamage $random_explode20_origin 256 384
goto random_explode20
random_explode21:
wait (randomfloat 10 + 24)
$random_explode21_origin playsound arty_leadinmp
wait 1
$random_explode21 anim start
radiusdamage $random_explode21_origin 256 384
goto random_explode21
random_explode22:
wait (randomfloat 13 + 23)
$random_explode22_origin playsound arty_leadinmp
wait 1
$random_explode22 anim start
radiusdamage $random_explode22_origin 256 384
goto random_explode22
random_explode23:
wait (randomfloat 7 + 20)
$random_explode23_origin playsound arty_leadinmp
wait 1
$random_explode23 anim start
radiusdamage $random_explode23_origin 256 384
goto random_explode23
random_explode24:
wait (randomfloat 9 + 18)
$random_explode24_origin playsound arty_leadinmp
wait 1
$random_explode24 anim start
radiusdamage $random_explode24_origin 256 384
goto random_explode24
random_explode25:
wait (randomfloat 12 + 18)
$random_explode25_origin playsound arty_leadinmp
wait 1
$random_explode25 anim start
radiusdamage $random_explode25_origin 256 384
goto random_explode25
random_explode26:
wait (randomfloat 15 + 22)
$random_explode26_origin playsound arty_leadinmp
wait 1
$random_explode26 anim start
radiusdamage $random_explode26_origin 256 384
goto random_explode26
random_explode27:
wait (randomfloat 8 + 15)
$random_explode27_origin playsound arty_leadinmp
wait 1
$random_explode27 anim start
radiusdamage $random_explode27_origin 256 384
goto random_explode27
random_explode28:
wait (randomfloat 10 + 24)
$random_explode28_origin playsound arty_leadinmp
wait 1
$random_explode28 anim start
radiusdamage $random_explode28_origin 256 384
goto random_explode28
random_explode29:
wait (randomfloat 7 + 20)
$random_explode29_origin playsound arty_leadinmp
wait 1
$random_explode29 anim start
radiusdamage $random_explode29_origin 256 384
goto random_explode29
random_explode30:
wait (randomfloat 15 + 22)
$random_explode30_origin playsound arty_leadinmp
wait 1
$random_explode30 anim start
radiusdamage $random_explode30_origin 256 384
goto random_explode30
random_explode31:
wait (randomfloat 13 + 23)
$random_explode31_origin playsound arty_leadinmp
wait 1
$random_explode31 anim start
radiusdamage $random_explode31_origin 256 384
goto random_explode31
random_explode32:
wait (randomfloat 12 + 18)
$random_explode32_origin playsound arty_leadinmp
wait 1
$random_explode32 anim start
radiusdamage $random_explode32_origin 256 384
goto random_explode32
end
To JV_Map
(((WHY DONT YOU JUST TRY IT
Sorry WarTech I just had to use caps as well)))
I have, I created it the script. My questions is does it need any fixing? I dont think that the random part is working correct. Can you assist me?
Sorry WarTech I just had to use caps as well)))
I have, I created it the script. My questions is does it need any fixing? I dont think that the random part is working correct. Can you assist me?
setup
=========================================
I don't see any line to start the setup section.
...
spawn script_model "targetname" "bomb32"
$bomb32 model "fx/explosionBerlinBomb.tik"
$bomb32.origin = ( 3465 6598 594)
$bomb32.angles = ( 0 -149 0)
$bomb32.targetname = $random_explode32
goto random_explode_setup
end
//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------
=========================================
Also, your lead-in sounds will not work because you have not spawned a script origin to act as the speaker.
...
spawn script_model "targetname" "bomb32"
$bomb32 model "fx/explosionBerlinBomb.tik"
$bomb32.origin = ( 3465 6598 594)
$bomb32.angles = ( 0 -149 0)
$bomb32.targetname = $random_explode32
spawn script_origin "targetname" "random_explode32_origin" "origin" (3465 6598 610) // I added 16 to Z
=========================================
I don't see any line to start the setup section.
...
spawn script_model "targetname" "bomb32"
$bomb32 model "fx/explosionBerlinBomb.tik"
$bomb32.origin = ( 3465 6598 594)
$bomb32.angles = ( 0 -149 0)
$bomb32.targetname = $random_explode32
goto random_explode_setup
end
//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------
=========================================
Also, your lead-in sounds will not work because you have not spawned a script origin to act as the speaker.
...
spawn script_model "targetname" "bomb32"
$bomb32 model "fx/explosionBerlinBomb.tik"
$bomb32.origin = ( 3465 6598 594)
$bomb32.angles = ( 0 -149 0)
$bomb32.targetname = $random_explode32
spawn script_origin "targetname" "random_explode32_origin" "origin" (3465 6598 610) // I added 16 to Z
=========================================
Last edited by tltrude on Sun Jun 29, 2003 4:56 pm, edited 3 times in total.
Re: setup
tltrude wrote:=========================================
I don't see any line to start the setup section.
...
spawn script_model "targetname" "bomb32"
$bomb32 model "fx/explosionBerlinBomb.tik"
$bomb32.origin = ( 3465 6598 594)
$bomb32.angles = ( 0 -149 0)
$bomb32.targetname = $random_explode32
goto random_explode_setup
end
//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------
=========================================
Also, you should put "end" after each random explode because each thread is started in setup and then loops on its own.
...
goto random_explode1
end
random_explode2:
=========================================
Also, your lead-in sounds will not work because you have not spawned a script origin for it
...
spawn script_model "targetname" "bomb32"
spawn script_origin "targetname" "random_explode32_origin" "origin" (
=========================================
To tltrude:
Thanks for your help; I add it what you stated and works ok. However, I looked at map T2L3.scr from Spearhead to see how they did it. It refers to thread gags/t2l3_blitzkrieg.scr::BarrageInit. I opened that script and dang!!! Can any of you masters try to clean it up and just leave whats need it to pull off what I am trying to do with my script. It can be use for any map as a templete. Here is what it has in it:
/////////////////////////////////////////////////
// t2l3_blitzkrieg
/////////////////////////////////////////////////
// barrage R us
/*
$barrage1
$barrage2
$barrage3
*/
BarrageInit:
level.DoNewBarrageIsOn = 0
level.randombarrage = 0
level.ambientbarrage = 0
level.startbarrage = 0
level.foundmedic = 0
level.foundsarg = 0
level.bduration = 12
level.binterval = 8
level.barragerunning = 0
level.return = 0
level.pocketflashes = 0
level.objective1set = 0
thread BarrageThink
thread pocketflashesInit
end
barrage_dialogue_init:
// make sure this matches the projectile generator max time key value pair
level.barrage_dialogue_time = level.time + 15
end
barrage_dialogue:
if (level.foundmedic == 1)
end
$player playsound dfr_T2L3_barrage
local.time = randomint(5) + 3
wait local.time
goto barrage_dialogue
end
artillery_barrage_checker:
level.barragerunning = 1
wait 60.0
//start the END artillery attack ambience
//forcemusic aux2 aux2
level.barragerunning = 0
end
BarrageThink:
while (level.startbarrage == 0)
wait 1
level.pocketflashes = 1
// println ( "trigger trigger6 " )
trigger $trigger6
thread artillery_barrage_checker
thread barrage_dialogue
local.timer = level.time + 15
while (local.timer > level.time)
wait 1
level.captainlivetime = level.captainlivetime + level.findcaptaintime
thread gags/t2l3_medic.scr::t2l3_iscaptainalive
if ( level.objective1set == 0 )
{
level.objective1set = 1
thread maps/t2l3.scr::setobjective 1
}
$randombarrage turnoff
level.startbarrage = 0
while (level.foundsarg == 0)
wait 1
dprintln "start new artillery system"
thread DoNewBarrage
while (level.ambientbarrage == 0)
{
wait 1
}
dprintln "start ambient barrage"
$ambientbarrage turnon
while (level.randombarrage == 0)
{
wait 1
}
$ambientbarrage turnoff
dprintln "start random barrage"
$randombarrage turnon
while (level.randombarrage == 1)
{
wait 1
}
$randombarrage turnoff
end
DoNewBarrageDelay local.delay:
//dprintln "barrage is off run for cover!!"
while (local.delay > level.time)
{
waitframe
}
end
DoNewBarrageDuration local.duration:
//dprintln "are we starting the new barrage?"
level.DoNewBarrageIsOn = 1
$player playsound arty_leadin05
while (local.duration > level.time)
{
if (level.medicforcebarrageon == 0)
{
$barrage1 turnoff
$barrage2 turnoff
$barrage3 turnoff
end
}
if (level.medicforcebarrageon == 1)
{
$barrage1 turnon
wait 1
}
$barrage1 turnoff
if (level.medicforcebarrageon == 1)
{
$barrage2 turnon
wait 1
}
$barrage2 turnoff
if (level.medicforcebarrageon == 1)
{
$barrage3 turnon
wait 1
}
$barrage3 turnoff
}
//dprintln "turn the barrage off"
level.DoNewBarrageIsOn = 0
end
DoNewBarrage:
while (level.newbarrageon == 1)
{
local.duration = level.bduration + level.time
waitthread DoNewBarrageDuration local.duration
local.delay = level.binterval + level.time
waitthread DoNewBarrageDelay local.delay
waitframe
}
while (level.newbarrageon == 0)
{
wait 1
}
waitframe
goto DoNewBarrage
end
DoNewBarrageOn:
//iprintlnbold "DoNewBarrageOn"
level.newbarrageon = 1
end
DoNewBarrageOff:
//iprintlnbold "DoNewBarrageOff"
level.newbarrageon = 0
end
DoNewMedicBarrageOff:
level.newbarrageon = 0
level.medicforcebarrageon = 0
end
randombarrageoff:
level.randombarrage = 0
end
ModifyReturnBarrage1:
if (level.return == 1)
{
level.bduration = 15
level.binterval = 7
}
end
ModifyReturnBarrage2:
if (level.return == 1)
{
level.bduration = 20
level.binterval = 6
}
end
pocketflashesInit:
local.delay = 3
if ($pocketflashes.size)
{
local.count = $pocketflashes.size+1
// dprintln "Local count is " local.count
for (local.i=1;local.i<local.count;local.i++)
{
$pocketflashes[local.i].time = level.time + randomint(3) + local.delay
}
}
else
{
dprintln ( " There are no pocket flashes on the level " )
}
thread pocketflashesRun
end
pocketflashesRun:
local.count = $pocketflashes.size+1
wait 1
while (level.pocketflashes == 1)
{
for (local.i=1;local.i<local.count;local.i++)
{
if($pocketflashes[local.i].time < level.time)
{
$pocketflashes[local.i] thread pocketflashFx models/fx/fx_pocketflash.tik
$pocketflashes[local.i].time = level.time + randomint(3)
/*
local.rval = randomint(100)
if(local.rval > 50)
$pocketflashes[local.i] playsound tree_explode1
else
$pocketflashes[local.i] playsound tree_explode2
*/
}
}
waitframe
}
while (level.pocketflashes == 0)
waitframe
waitframe
goto pocketflashesRun
end
pocketflashFx local.fx:
local.x = 128 - randomint(256)
local.y = 128 - randomint(256)
local.z = randomint(128)
local.temp = spawn script_model model local.fx
local.temp notsolid
local.temp.origin = ( self.origin + (local.x local.y local.z))
local.temp anim start
local.temp notsolid
waitframe
local.temp remove
end
random_explode_setup
I don't agree with nuggets because the random_explode_setup thread should only be started after the things have been spawned.
gag
That gag script is for singleplay and it loads other gag scripts, so it would be a big mess to convert it to multiplayer. If you want to see an easier random explosion script, I would suggest you look at obj_team3.scr . The explosions and sound origins are not spawned in, but is a lot easier to understand.
Last edited by tltrude on Sun Jun 29, 2003 5:18 pm, edited 1 time in total.
Re: gag
Currently this is what it looks like now and 90% works: However, the damage is not working. Why? and also i would like to give it a delay of 15senconds before hell brakes loose. How, Please make correctoins to it. Thanks for all the replies.tltrude wrote:That gag script is for singleplay and it loads other gag scripts, so it would be a big mess to convert it to multiplayer. If you want to see an easier random explosion script, I would suggest you look at obj_team3.scr . The explosions and sound origins are not spawned in, but is a lot easier to understand.
PS: I am the admin to <TWZ>FragZone, ip 66.68.171.117 For Extreme play that will be the place. I am running 6 scripts all in one mega script. they got the planes, tanks, extra weapons, flak88s, werfers, tracers, dogs, mg42s, Artillery runs, fast pace playing. In all extreme play war like kaos. I am also customizing custom maps with the same stuff. This is all In SPEARHEAD.
main:
exec global/ai.scr
// set scoreboard messages
setcvar "g_obj_alliedtext1" "NormandyBridge_V1"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "NormandyBridge"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
exec scripts/NormandyBridge_V1.scr
thread artillery_barrage
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/NormandyBridge.scr
exec global/ambient.scr/NormandyBridge.mus
exec global/ambient.scr mohdm2
exec global/weather.scr
exec global/ambient.scr m3l2
level.music="t3l3"
level waittill spawn
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
artillery_barrage:
spawn script_model "targetname" "bomb1"
$bomb1 model "fx/explosionBerlinBomb.tik"
$bomb1.origin = ( 1170 30 84)
$bomb1.angles = ( 0 146 0)
$bomb1.targetname = $random_explode1
spawn script_model "targetname" "bomb2"
$bomb2 model "fx/explosionBerlinBomb.tik"
$bomb2.origin = ( 763 779 117)
$bomb2.angles = ( 0 76 0)
$bomb2.targetname = $random_explode2
spawn script_model "targetname" "bomb3"
$bomb3 model "fx/explosionBerlinBomb.tik"
$bomb3.origin = ( 1307 1497 89)
$bomb3.angles = ( 0 45 0)
$bomb3.targetname = $random_explode3
spawn script_model "targetname" "bomb4"
$bomb4 model "fx/explosionBerlinBomb.tik"
$bomb4.origin = ( 2332 1607 90)
$bomb4.angles = ( 0 7 0)
$bomb4.targetname = $random_explode4
spawn script_model "targetname" "bomb5"
$bomb5 model "fx/explosionBerlinBomb.tik"
$bomb5.origin = ( 2833 1677 137)
$bomb5.angles = ( 0 44 0)
$bomb5.targetname = $random_explode5
spawn script_model "targetname" "bomb6"
$bomb6 model "fx/explosionBerlinBomb.tik"
$bomb6.origin = ( 2976 3272 83)
$bomb6.angles = ( 0 107 0)
$bomb6.targetname = $random_explode6
spawn script_model "targetname" "bomb7"
$bomb7 model "fx/explosionBerlinBomb.tik"
$bomb7.origin = ( 2931 3781 13)
$bomb7.angles = ( 0 101 0)
$bomb7.targetname = $random_explode7
spawn script_model "targetname" "bomb8"
$bomb8 model "fx/explosionBerlinBomb.tik"
$bomb8.origin = ( 3704 4095 85)
$bomb8.angles = ( 0 5 0)
$bomb8.targetname = $random_explode8
spawn script_model "targetname" "bomb9"
$bomb9 model "fx/explosionBerlinBomb.tik"
$bomb9.origin = ( 3915 4740 86)
$bomb9.angles = ( 0 77 0)
$bomb9.targetname = $random_explode9
spawn script_model "targetname" "bomb10"
$bomb10 model "fx/explosionBerlinBomb.tik"
$bomb10.origin = ( 3790 5181 71)
$bomb10.angles = ( 0 105 0)
$bomb10.targetname = $random_explode10
spawn script_model "targetname" "bomb11"
$bomb11 model "fx/explosionBerlinBomb.tik"
$bomb11.origin = ( 4178 5232 137)
$bomb11.angles = ( 0 -6 0)
$bomb11.targetname = $random_explode11
spawn script_model "targetname" "bomb12"
$bomb12 model "fx/explosionBerlinBomb.tik"
$bomb12.origin = ( 4480 5948 28)
$bomb12.angles = ( 0 72 0)
$bomb12.targetname = $random_explode12
spawn script_model "targetname" "bomb13"
$bomb13 model "fx/explosionBerlinBomb.tik"
$bomb13.origin = ( 3339 5789 26)
$bomb13.angles = ( 0 48 0)
$bomb13.targetname = $random_explode13
spawn script_model "targetname" "bomb14"
$bomb14 model "fx/explosionBerlinBomb.tik"
$bomb14.origin = ( 4217 6231 76)
$bomb14.angles = ( 0 129 0)
$bomb14.targetname = $random_explode14
spawn script_model "targetname" "bomb15"
$bomb15 model "fx/explosionBerlinBomb.tik"
$bomb15.origin = ( 3972 6761 119)
$bomb15.angles = ( 0 90 0)
$bomb15.targetname = $random_explode15
spawn script_model "targetname" "bomb16"
$bomb16 model "fx/explosionBerlinBomb.tik"
$bomb16.origin = ( -1187.86 -584.37 -223.83 )
$bomb16.angles = ( 0 134 0)
$bomb16.targetname = $random_explode16
spawn script_model "targetname" "bomb17"
$bomb17 model "fx/explosionBerlinBomb.tik"
$bomb17.origin = ( 4235 7175 83)
$bomb17.angles = ( 0 14 0)
$bomb17.targetname = $random_explode17
spawn script_model "targetname" "bomb18"
$bomb18 model "fx/explosionBerlinBomb.tik"
$bomb18.origin = ( 4932 7302 89)
$bomb18.angles = ( 0 60 0)
$bomb18.targetname = $random_explode18
spawn script_model "targetname" "bomb19"
$bomb19 model "fx/explosionBerlinBomb.tik"
$bomb19.origin = ( 750 935 347)
$bomb19.angles = ( 0 -175 0)
$bomb19.targetname = $random_explode19
spawn script_model "targetname" "bomb20"
$bomb20 model "fx/explosionBerlinBomb.tik"
$bomb20.origin = ( 1169 1756 565)
$bomb20.angles = ( 0 89 0)
$bomb20.targetname = $random_explode20
spawn script_model "targetname" "bomb21"
$bomb21 model "fx/explosionBerlinBomb.tik"
$bomb21.origin = ( 2868 1434 185)
$bomb21.angles = ( 0 0 0)
$bomb21.targetname = $random_explode21
spawn script_model "targetname" "bomb22"
$bomb22 model "fx/explosionBerlinBomb.tik"
$bomb22.origin = ( 3517 1879 -18)
$bomb22.angles = ( 0 86 0)
$bomb22.targetname = $random_explode22
spawn script_model "targetname" "bomb23"
$bomb23 model "fx/explosionBerlinBomb.tik"
$bomb23.origin = ( 2136 2340 -18 )
$bomb23.angles = ( 0 -145 0)
$bomb23.targetname = $random_explode23
spawn script_model "targetname" "bomb24"
$bomb24 model "fx/explosionBerlinBomb.tik"
$bomb24.origin = ( 3486 3118 437 )
$bomb24.angles = ( 0 -103 0)
$bomb24.targetname = $random_explode24
spawn script_model "targetname" "bomb25"
$bomb25 model "fx/explosionBerlinBomb.tik"
$bomb25.origin = ( 4398 4014 362)
$bomb25.angles = ( 0 29 0)
$bomb25.targetname = $random_explode25
spawn script_model "targetname" "bomb26"
$bomb26 model "fx/explosionBerlinBomb.tik"
$bomb26.origin = ( 2801 5468 248)
$bomb26.angles = ( 0 -70 0)
$bomb26.targetname = $random_explode26
spawn script_model "targetname" "bomb27"
$bomb27 model "fx/explosionBerlinBomb.tik"
$bomb27.origin = ( 3043 6415 275)
$bomb27.angles = ( 0 -53 0)
$bomb27.targetname = $random_explode27
spawn script_model "targetname" "bomb28"
$bomb28 model "fx/explosionBerlinBomb.tik"
$bomb28.origin = ( 3981 5649 491)
$bomb28.angles = ( 0 -86 0)
$bomb28.targetname = $random_explode28
spawn script_model "targetname" "bomb29"
$bomb29 model "fx/explosionBerlinBomb.tik"
$bomb29.origin = ( 4805 4522 353)
$bomb29.angles = ( 0 92 0)
$bomb29.targetname = $random_explode29
spawn script_model "targetname" "bomb30"
$bomb30 model "fx/explosionBerlinBomb.tik"
$bomb30.origin = ( 4542 6788 468)
$bomb30.angles = ( 0 -123 0)
$bomb30.targetname = $random_explode30
spawn script_model "targetname" "bomb31"
$bomb31 model "fx/explosionBerlinBomb.tik"
$bomb31.origin = ( 3543 7029 594)
$bomb31.angles = ( 0 -87 0)
$bomb31.targetname = $random_explode31
spawn script_model "targetname" "bomb32"
$bomb32 model "fx/explosionBerlinBomb.tik"
$bomb32.origin = ( 3465 6598 594)
$bomb32.angles = ( 0 -149 0)
$bomb32.targetname = $random_explode32
end
//*** --------------------------------------------
//*** "Random Beach Explosions"
//*** --------------------------------------------
random_explode_setup:
thread random_explode1
thread random_explode2
thread random_explode3
thread random_explode4
thread random_explode5
thread random_explode6
thread random_explode7
thread random_explode8
thread random_explode9
thread random_explode10
thread random_explode11
thread random_explode12
thread random_explode13
thread random_explode14
thread random_explode15
thread random_explode16
thread random_explode17
thread random_explode18
thread random_explode19
thread random_explode20
thread random_explode21
thread random_explode22
thread random_explode23
thread random_explode24
thread random_explode25
thread random_explode26
thread random_explode27
thread random_explode28
thread random_explode29
thread random_explode30
thread random_explode31
thread random_explode32
end
//---------------------------------------------------------------------------------
random_explode1:
wait (randomfloat 13 + 23)
$random_explode1_origin playsound arty_leadinmp
wait 1
$random_explode1 anim start
radiusdamage $random_explode1_origin 256 384
goto random_explode1
random_explode2:
wait (randomfloat 7 + 20)
$random_explode2_origin playsound arty_leadinmp
wait 1
$random_explode2 anim start
radiusdamage $random_explode2_origin 256 384
goto random_explode2
random_explode3:
wait (randomfloat 9 + 18)
$random_explode3_origin playsound arty_leadinmp
wait 1
$random_explode3 anim start
radiusdamage $random_explode3_origin 256 384
goto random_explode3
random_explode4:
wait (randomfloat 12 + 18)
$random_explode4_origin playsound arty_leadinmp
wait 1
$random_explode4 anim start
radiusdamage $random_explode4_origin 256 384
goto random_explode4
random_explode5:
wait (randomfloat 15 + 22)
$random_explode5_origin playsound arty_leadinmp
wait 1
$random_explode5 anim start
radiusdamage $random_explode5_origin 256 384
goto random_explode5
random_explode6:
wait (randomfloat 8 + 15)
$random_explode6_origin playsound arty_leadinmp
wait 1
$random_explode6 anim start
radiusdamage $random_explode6_origin 256 384
goto random_explode6
random_explode7:
wait (randomfloat 10 + 24)
$random_explode7_origin playsound arty_leadinmp
wait 1
$random_explode7 anim start
radiusdamage $random_explode7_origin 256 384
goto random_explode7
random_explode8:
wait (randomfloat 13 + 23)
$random_explode8_origin playsound arty_leadinmp
wait 1
$random_explode8 anim start
radiusdamage $random_explode8_origin 256 384
goto random_explode8
random_explode9:
wait (randomfloat 7 + 20)
$random_explode9_origin playsound arty_leadinmp
wait 1
$random_explode9 anim start
radiusdamage $random_explode9_origin 256 384
goto random_explode9
random_explode10:
wait (randomfloat 9 + 18)
$random_explode10_origin playsound arty_leadinmp
wait 1
$random_explode10 anim start
radiusdamage $random_explode10_origin 256 384
goto random_explode10
random_explode11:
wait (randomfloat 12 + 18)
$random_explode11_origin playsound arty_leadinmp
wait 1
$random_explode11 anim start
radiusdamage $random_explode11_origin 256 384
goto random_explode11
random_explode12:
wait (randomfloat 15 + 22)
$random_explode12_origin playsound arty_leadinmp
wait 1
$random_explode12 anim start
radiusdamage $random_explode12_origin 256 384
goto random_explode12
random_explode13:
wait (randomfloat 8 + 15)
$random_explode13_origin playsound arty_leadinmp
wait 1
$random_explode13 anim start
radiusdamage $random_explode13_origin 256 384
goto random_explode13
random_explode14:
wait (randomfloat 10 + 24)
$random_explode14_origin playsound arty_leadinmp
wait 1
$random_explode14 anim start
radiusdamage $random_explode14_origin 256 384
goto random_explode14
random_explode15:
wait (randomfloat 13 + 23)
$random_explode15_origin playsound arty_leadinmp
wait 1
$random_explode15 anim start
radiusdamage $random_explode15_origin 256 384
goto random_explode15
random_explode16:
wait (randomfloat 7 + 20)
$random_explode16_origin playsound arty_leadinmp
wait 1
$random_explode16 anim start
radiusdamage $random_explode16_origin 256 384
goto random_explode16
random_explode17:
wait (randomfloat 9 + 18)
$random_explode17_origin playsound arty_leadinmp
wait 1
$random_explode17 anim start
radiusdamage $random_explode17_origin 256 384
goto random_explode17
random_explode18:
wait (randomfloat 12 + 18)
$random_explode18_origin playsound arty_leadinmp
wait 1
$random_explode18 anim start
radiusdamage $random_explode18_origin 256 384
goto random_explode18
random_explode19:
wait (randomfloat 15 + 22)
$random_explode19_origin playsound arty_leadinmp
wait 1
$random_explode19 anim start
radiusdamage $random_explode19_origin 256 384
goto random_explode19
random_explode20:
wait (randomfloat 8 + 15)
$random_explode20_origin playsound arty_leadinmp
wait 1
$random_explode20 anim start
radiusdamage $random_explode20_origin 256 384
goto random_explode20
random_explode21:
wait (randomfloat 10 + 24)
$random_explode21_origin playsound arty_leadinmp
wait 1
$random_explode21 anim start
radiusdamage $random_explode21_origin 256 384
goto random_explode21
random_explode22:
wait (randomfloat 13 + 23)
$random_explode22_origin playsound arty_leadinmp
wait 1
$random_explode22 anim start
radiusdamage $random_explode22_origin 256 384
goto random_explode22
random_explode23:
wait (randomfloat 7 + 20)
$random_explode23_origin playsound arty_leadinmp
wait 1
$random_explode23 anim start
radiusdamage $random_explode23_origin 256 384
goto random_explode23
random_explode24:
wait (randomfloat 9 + 18)
$random_explode24_origin playsound arty_leadinmp
wait 1
$random_explode24 anim start
radiusdamage $random_explode24_origin 256 384
goto random_explode24
random_explode25:
wait (randomfloat 12 + 18)
$random_explode25_origin playsound arty_leadinmp
wait 1
$random_explode25 anim start
radiusdamage $random_explode25_origin 256 384
goto random_explode25
random_explode26:
wait (randomfloat 15 + 22)
$random_explode26_origin playsound arty_leadinmp
wait 1
$random_explode26 anim start
radiusdamage $random_explode26_origin 256 384
goto random_explode26
random_explode27:
wait (randomfloat 8 + 15)
$random_explode27_origin playsound arty_leadinmp
wait 1
$random_explode27 anim start
radiusdamage $random_explode27_origin 256 384
goto random_explode27
random_explode28:
wait (randomfloat 10 + 24)
$random_explode28_origin playsound arty_leadinmp
wait 1
$random_explode28 anim start
radiusdamage $random_explode28_origin 256 384
goto random_explode28
random_explode29:
wait (randomfloat 7 + 20)
$random_explode29_origin playsound arty_leadinmp
wait 1
$random_explode29 anim start
radiusdamage $random_explode29_origin 256 384
goto random_explode29
random_explode30:
wait (randomfloat 15 + 22)
$random_explode30_origin playsound arty_leadinmp
wait 1
$random_explode30 anim start
radiusdamage $random_explode30_origin 256 384
goto random_explode30
random_explode31:
wait (randomfloat 13 + 23)
$random_explode31_origin playsound arty_leadinmp
wait 1
$random_explode31 anim start
radiusdamage $random_explode31_origin 256 384
goto random_explode31
random_explode32:
wait (randomfloat 12 + 18)
$random_explode32_origin playsound arty_leadinmp
wait 1
$random_explode32 anim start
radiusdamage $random_explode32_origin 256 384
goto random_explode_setup
end
-
nuggets
- General
- Posts: 1006
- Joined: Fri Feb 28, 2003 2:57 am
- Location: U-england-K (england in the UK) :P
- Contact:
no if you'd actually look at it, u'd see the thread has been repeated 32 times, the only bits worth reading have been read and amended,
it won't be long before u find urself looking for help, will u have the same narrow minded thinking you have now, or post ur script on here, looking for answers?
it won't be long before u find urself looking for help, will u have the same narrow minded thinking you have now, or post ur script on here, looking for answers?
hope this helps, prob not cos it's all foreign 2 me :-/

