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Waterfall
Posted: Tue Nov 25, 2003 3:40 am
by omniscient
id there a tutorial on how to make a waterfall? i was just wondering, i bet i could use it for something....... yea thats all i wanted.
Tutorial map
Posted: Tue Nov 25, 2003 3:44 am
by tltrude
This tutorial map uses waterfall entities that you can copy--and a bunch of other cool stuff!
http://pages.sbcglobal.net/tltrude/Temp ... ngdoor.zip

Posted: Tue Nov 25, 2003 3:46 am
by omniscient
a little off subject, just thinking here. if i made an artilery gun, and wanted it to shoot, i could just put a scripted explosing, like the ones in omaha, at the barrel of the gun right? i know it wouldnt do damage but would that work?
Posted: Tue Nov 25, 2003 10:31 am
by williewisp
that would work, you'd want an explosion sound to go off at the same time as the blast,
what you cud do as well is script random explosions where it might impact(where your firing at) about 5- 10 secs after it was shot!

Fire good
Posted: Tue Nov 25, 2003 11:27 am
by tltrude
The one I used for the human cannon above is called "firegood" and is found under fx > fire > good. I scaled it up and set "angles" so the fire and smoke move in the right direction. The animation for it starts on, so you have to turn it off ($myfire anim stop) under prespawn or a prep thread.
Posted: Tue Nov 25, 2003 11:31 pm
by omniscient
heh that looks cool. i dont really wnat a guy to shoot out though lol, just wanted to make a "fake cannon" if you will. also whats the txt for in that zip?
Script
Posted: Wed Nov 26, 2003 1:47 am
by tltrude
It is a text version of the script file for the map. The real one is in the pk3 and ends in extention ".scr".
Posted: Fri Nov 28, 2003 2:35 am
by omniscient
whne u make a waterfalls splashes, do i have ot add something into the script too? cuz when i do it it doesnt work.
Posted: Fri Nov 28, 2003 8:22 pm
by tltrude
The wake animations have to be started under "level waittill prespawn".
$wake_left anim start
$wake_right anim start
Posted: Mon Dec 01, 2003 2:14 am
by omniscient
when you say level waittillspawn ehere the heck is that? hehe.
script
Posted: Mon Dec 01, 2003 2:47 am
by tltrude
It is a section of the main thread in the script for your map. Hmmm, let me guess what your next question will be. Copy the below code to Notepad and save it as "yourmapname.scr" (use the name of your map). Put the file in the same folder as your bsp file (main/maps/dm folder?).
Code: Select all
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "waterfall"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" ""
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/yourmapname.scr // change this to your script name
exec global/ambient.scr mohdm1 // background sound
$wake_left anim start
$wake_right anim start
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
It will start the wake animations and add background sound to your map (just wind).
Posted: Mon Dec 01, 2003 3:24 am
by omniscient
hehe good guess

thanks.