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How do I create mines?

Posted: Fri Nov 15, 2002 3:51 am
by mohaa_rox
How do I create mines like in Omaha beach?

Posted: Fri Nov 15, 2002 7:27 am
by jv_map
global/minefield.scr in pak0.pk3

On top of that file there's some kind of tutorial.

Posted: Fri Nov 15, 2002 9:27 am
by mohaa_rox
What do you mean? Have you tried it before?

Posted: Fri Nov 15, 2002 11:25 am
by Surgeon
Start by creating a triggerMultiple. Give it a targetname of minefield.Then somewhere near the top of your script file add the line :

exec global/minefield.scr

Posted: Fri Nov 15, 2002 11:42 am
by mohaa_rox
Thanks a lot. Why don't you create a tutorial on making mine fields?

Posted: Fri Nov 15, 2002 1:05 pm
by Surgeon
hmm its such a small thing that I hadn't really thought about it....

Posted: Sat Nov 16, 2002 4:08 am
by mohaa_rox
But when I create the triggle multiple, the brush justs disappears when I reopen MohRadiant. How come?

Posted: Sat Nov 16, 2002 6:50 am
by jv_map
Press CTRL+T or ALT+2 or both and it will reappear.

It's the filter settings of Radiant as in view->filter.

Posted: Sat Nov 16, 2002 8:29 am
by mohaa_rox
Then how to I get the triggle mulitple to trigger off the mines when stepped on?

Posted: Sat Nov 16, 2002 8:48 am
by Surgeon
AS long as you have the triggermultiple named properly, and the exec line in your script, it should work fine - just step onto/into the triggermultiple and BOOM !!

Posted: Sat Nov 16, 2002 8:53 am
by Guest
Ok, thanks. :lol:

Posted: Sat Nov 16, 2002 8:59 am
by mohaa_rox
That post above was from me. I forgot to login. :D

It works like this for me just fine.

Posted: Fri Jun 20, 2003 10:15 am
by FUBAR515034
Hi! Fellow mappers! Everything looks great here. This is what I did. I first looks at different ways of doing it. What I found is that everybody has a way of getting it to work their own way. All i did was select the trigger texture, drag a box the size I wanted, placed it where i wanted it to go, then hit the N button, for those who dont know this controls wordspawn values, and is kinda handy too. Then found trigger_multipleall, double clicked it. Then added the following values:

(First one is the name. Then its values in worldspawn.)

classname trigger_multipleall

targetname minefield

wait .1 (so u can hear that click before u die)

//Then just added this to my obj.scr script:

thread global/minefield.scr::minefield_setup

//saved the altered .scr

Recompiled, PK3'D for testing dropped it in old trusty (main)

Fired it up, and I was good. I think the "thread" in front of the script line did it. Wouldnt work untill I added it. :D

Posted: Fri Jun 20, 2003 10:27 am
by jv_map
Nice bump ;).

Posted: Fri Jun 20, 2003 4:01 pm
by Alcoholic
yeah the script file said the correct syntax is to thread ::minfield_setup...