hiya
im making a map and thought of a V2 moving up (triggered door moving up-V2 will move from a pit to an other platform) but is there a way to make the V2 (and its obj bomb thing) move up from a lower platform?
tnx
V2 moving up with triggered door
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V2 moving up with triggered door
The M1 does MY talking.
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Bjarne BZR
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Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Well start there then.
First: Open the pak5.pk3 file in main with winzip ( *.pk3:s are just renamed zip files ).
Second: In the pk3: Open the main script files of the stock multiplayer maps: obj_team1.scr, obj_team2.scr, obj_team3.scr and obj_team4.scr with a text editor ( like notepad ).
Try to understand as best you can what is happening in the scripts.
Third: Read the scripting manual at http://www.planetmedalofhonor.com/rjuka ... guage.html
Fourth: Read it again.
Fifth: When you know what to ask for help with, ask for help.
Make any sense?
First: Open the pak5.pk3 file in main with winzip ( *.pk3:s are just renamed zip files ).
Second: In the pk3: Open the main script files of the stock multiplayer maps: obj_team1.scr, obj_team2.scr, obj_team3.scr and obj_team4.scr with a text editor ( like notepad ).
Try to understand as best you can what is happening in the scripts.
Third: Read the scripting manual at http://www.planetmedalofhonor.com/rjuka ... guage.html
Fourth: Read it again.
Fifth: When you know what to ask for help with, ask for help.
Make any sense?
I did it
I did it but, my V1 rocket (and its bomb) move down on crane.

Here are the threads I made for it:
I know it looks confusing, but there are really two sets of shafts. The crane control room is so far away, I had to put an extra speaker in there for the crane sound.

Here are the threads I made for it:
Code: Select all
//*** --------------------------------------------
//*** "Crane thread"
//*** --------------------------------------------
crane_prep:
$v1_rocket1_trigger bind $v1_rocket1
$v1_rocket1_explode bind $v1_rocket1
$v1_rocket1 bind $crane
$crane time 4.5
$crane_shafts time 2
goto crane_standby
end
crane_standby:
$crane_trigger waittill trigger
local.player = parm.other
if (local.player.dmteam == "axis")
{
$crane_speaker playsound door_metal_locked1
goto crane_standby
end
}
$crane_speaker loopsound elevator_snd
wait .5
$crane_speaker loopsound elevator_snd wait
iprintlnbold_noloc "Allies are lowering the crane!"
$crane moveDown 233
$crane loopsound lighthouse_run
$crane_speaker loopsound lighthouse_run
$crane waitmove
$crane time 2
$crane_shafts moveDown 80
$crane_shafts move
$crane time 2
$crane moveDown 80
$crane waitmove
$crane loopsound lighthouse_run wait
$crane_speaker loopsound lighthouse_run wait
end

