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Planes, would ya look at that:

Posted: Mon Aug 11, 2003 9:26 am
by KillerX
Hi

I really need help with the plane script, I want to fly a C47 over a small map and drop a couple of crates off parachute, Ive got the splinepaths and sound points done, just need know script?? little help please.
8-)

Test_bomber

Posted: Mon Aug 11, 2003 10:48 am
by tltrude
This tutorial map has a C47 dropping bombs. So just change the bomb model to the indy_crate model--it will still explode though.

http://pages.sbcglobal.net/tltrude/Temp/test_bomber.zip

You'll have to make one of the pathnodes set a thread in the script. something like this:

levelwaitill prespawn

$chute1 bind $crate1 // attach the chute to the crate
$chute1 hide // hide the chute
$crate1 hide // hide the crate

end

drop_crate1:

$crate1 show // make it visible
$crate1 movedown 64 // set it to move down a little
$crate1 waitmove // start it moving and wait until it is done
$chute1 show // make the chute visiable
$crate1 moveDown 512 // set it to move down to the ground
$crate1 moveNorth 128 // set it to drift north
$crate1 waitmove // start it moving and wait until it is done
$crate1 playsound (find a good "thud" sound alias name)
wait .5
$chute1 remove

end

You could also have a crumpled chute "show" after the other one is removed. Hidding an entity does not make it non-solid, so you'll have to set the "Not_solid" flag for all the script_objects.

The possibilities are endless; the chute can make a sound as it opens; the create can be replaced with a func_crate on the ground that has real supplies in it; etc... etc....

Hope that helps!

Posted: Mon Aug 11, 2003 2:29 pm
by KillerX
urm, sorta helps, but from what ive got already the plane doesnt fly, doesnt make a noise, why is this, and can someone do the script for me, because im only good with maps, and im having a tornement tommorow with my friends (on LAN) and we really want to finish the map for then. :(

script

Posted: Mon Aug 11, 2003 5:14 pm
by tltrude
Apparently you have changed your request from "Please help me do it" to "Please do it for me", so you are out of luck for getting it by tomorrow.

You will need to study a tutorial on how to use the global/bomber.scr script to make your plane fly. Here is a good one: http://users.1st.net/kimberly/Tutorial/plane.htm

Posted: Mon Aug 11, 2003 6:19 pm
by KillerX
no it ent a good one, sorry but ive been following that tut exactly for about 2 years now and I have never got my planes to fly, dunno could be me.
Doesnt matter about anyone doing it for me, thanx for helping me though, the map looks good, its very small, but very good, go's deep with lots of areas for nades and hidden explosive e.g. minefield.

About the minefield how do I set it up, my script wont run it and I dont kow what to do, is there a presise tut on it??

Posted: Mon Aug 11, 2003 7:28 pm
by tltrude
You have to put this line under "level waittill prespawn" in your script to get the minefield working.

thread global/minefield.scr::minefield_setup

Then in your map, any trigger_multiple that is targetnamed "minefield" will act as one.

---------------------

It is the same way with the bomber script. This line has to be under "level waittill prespawn" too.

exec global/bomber.scr

If you open that script (in pak0.pk3), it tells how to set up the paths and models. But it is easier to follow that tutorial on Nemesis' site. And you could always copy the C47 path (and its bomb paths) from my tutorial map. It is triggered by a switch, but you can change the trigger to one you walk through (trigger_multiple).

Re: Test_bomber

Posted: Mon Aug 11, 2003 8:38 pm
by Alcoholic
tltrude wrote:This tutorial map has a C47 dropping bombs. So just change the bomb model to the indy_crate model--it will still explode though.

http://pages.sbcglobal.net/tltrude/Temp/test_bomber.zip

You'll have to make one of the pathnodes set a thread in the script. something like this:

levelwaitill prespawn

$chute1 bind $crate1 // attach the chute to the crate
$chute1 hide // hide the chute
$crate1 hide // hide the crate

end

drop_crate1:

$crate1 show // make it visible
$crate1 movedown 64 // set it to move down a little
$crate1 waitmove // start it moving and wait until it is done
$chute1 show // make the chute visiable
$crate1 moveDown 512 // set it to move down to the ground
$crate1 moveNorth 128 // set it to drift north
$crate1 waitmove // start it moving and wait until it is done
$crate1 playsound (find a good "thud" sound alias name)
wait .5
$chute1 remove

end

You could also have a crumpled chute "show" after the other one is removed. Hidding an entity does not make it non-solid, so you'll have to set the "Not_solid" flag for all the script_objects.

The possibilities are endless; the chute can make a sound as it opens; the create can be replaced with a func_crate on the ground that has real supplies in it; etc... etc....

Hope that helps!
Hey trude, just a question. Can't you just use physics and momentum in the script to make the crate fall "realistically"? Don't get me wrong, your idea is great.

Re: Test_bomber

Posted: Tue Aug 12, 2003 7:33 am
by jv_map
Alcoholic wrote:Hey trude, just a question. Can't you just use physics and momentum in the script to make the crate fall "realistically"? Don't get me wrong, your idea is great.
You can but it'll bounce like a skippy ball :P

Posted: Tue Aug 12, 2003 8:39 am
by KillerX
rite guys I have this morning to get that done, Id like the idea of it bouncing, enless it bounces rite off the map, its only a small map, a few new secret tunnels and stuff, the mapping is where I have most of my fun.

P.S for Nemesis TUT on planes flying, how do I set up the trigger to get the plane to fly??

Posted: Tue Aug 12, 2003 3:31 pm
by KillerX
hi, im back again, ive got the minefields working, great stuff, got trip wires and so on. Still having problems with the plane, cant get it to work, need REAL HELP WITH THIS ONE LADS....... :( :|

Re: Test_bomber

Posted: Tue Aug 12, 2003 8:36 pm
by Alcoholic
jv_map wrote:
Alcoholic wrote:Hey trude, just a question. Can't you just use physics and momentum in the script to make the crate fall "realistically"? Don't get me wrong, your idea is great.
You can but it'll bounce like a skippy ball :P
lol i thought there was a command to increase mass... i'd have to do research on it.

Posted: Wed Aug 13, 2003 2:26 pm
by small_sumo
That's some mighty fine scripting TLTrude.

:)