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Sinking a Ship...can it be done
Posted: Fri Aug 15, 2003 7:08 pm
by sirkilroy
I have Built a German Toredo Boat that will be the objective of the map.
Allies are to blow up the engine room, Script Object with exploder,explodersmashed and exploderchunk.
Can I then after the Bomb Blast can I make the WHOLE ship slowly sink?
Does any one want to help with the scripting if needed?
Also my buddy has wrote a TOTAL Stat taking script for MOHAA.
Keeps track of everything in the game. Stop by
http://www.teamforceone.com to check it out
Posted: Fri Aug 15, 2003 7:10 pm
by cjrs
heeeey kilroy, it's been a long time.
now correct me if i'm wrong here...but couldn't you just move the ship down and down under the water until it appears to of sunk with some waypoints?
Posted: Fri Aug 15, 2003 7:34 pm
by Bjarne BZR
The current map in production in The Rjukan Project features the sinking of the railway ferry "Hydro" on the Tinnsj?en lake in Norway in february 1944.
I also would like the ferry to actually sink... but I think there is a problem in that the ferry contains doors and script_object's so I cant make the ferry a single script object so that I can move it around ( read: sink it ).
Anybody else got any suggestions?
Posted: Fri Aug 15, 2003 9:52 pm
by Alcoholic
why dont you make the rest of the ferry a script object, then bind all the pieces together to a single script_origin somewhere at the bottom of the ship or something. when you want it to sink, just move the script_origin
Posted: Fri Aug 15, 2003 11:38 pm
by sirkilroy
that is what I was wondering, I have alot of doors and exploder stuff in the ship.
and I didn't know if it would work, just to move it with a script_orgin.
Alcoholic...... any chance we could get you to help us on this project?
we have about 3 mappers working on the design, but no one is really good at scripts.
Posted: Sat Aug 16, 2003 12:13 am
by Alcoholic
LOL im just the opposite (good scripter, bad mapper) ill join your team if you want.
Targetnames
Posted: Sat Aug 16, 2003 3:14 am
by tltrude
Function entities don't like to be moved, but if they have targetnames you can remove, and replace them with hidden, non-solid script_objects. Then the whole ship can sink as a script object.
An alternative to making your "useable" ship sink, would be to create a movie at the end showing a totally script_object boat sinking. That way you don't have to worry if the player is on the ship or not because everyone's view will switch to the camera.
Sinking
Posted: Sat Aug 16, 2003 3:20 am
by sirkilroy
I thought of the movie, but we wanted the ship to Also trap and kill players that get caught in it when it sinks.
There are two objective in the map and this might not be the last one tripped.
Posted: Sat Aug 16, 2003 4:20 pm
by nuggets
there's no reason you can't move anything, even if the ship contains doors, targetnames can still be applied, and for bombs, just find out the array number, then move that down with the ship
alternatively, have the setthread going to your script, then use a thread from your script to activate the bomb, this way you'll be able to add command lines to the exploderchunks... etc...
Posted: Sat Aug 16, 2003 4:53 pm
by Alcoholic
yeah take that trude!

movie
Posted: Sat Aug 16, 2003 6:48 pm
by tltrude
The movie does not have to be at the end because you can switch the camera back to the players after the movie is over.
I said functions doors can not be moved. Script object doors can be moved, but you have to script them to work as a door. So you can kiss nuggets' nuggets, Alcoholic!
Posted: Mon Aug 18, 2003 3:04 am
by Alcoholic
Hmm, I was scrolling through g_allclasses looking for stuff on bt, and I saw this:
SinkObject (func_sinkobject) -> ScriptSlave -> Mover -> Trigger -> Animate -> Entity -> SimpleEntity -> Listener -> Class
active
make the SinkObject active, so that it will respond to players touching it.
dampening( Float newDampening )
dampening of SinkObject.
delay( Float delay )
Delay until SinkObject starts falling.
doTouch( Entity touchingEntity )
sent to entity when touched.
limit( Float newLimit )
maximum displacement of the SinkObject.
notactive
make the SinkObject not active, so that it won't respond to players touching it.
reset
Reset the SinkObject right now.
resetdelay( Float newResetDelay )
Delay between when sinkobject starts resetting.
resetsound( String newResetSound )
Sound played when sinkobject is resetting.
resetspeed( Float newResetspeed )
Speed at which SinkObject resets itself, defaults to 0.002 * speed.
sinksound( String newSinkSound )
Sound played when sinkobject is sinking.
speed( Float speed )
Speed at which SinkObject starts falling.
maybe you can do research/tests on it.