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Removing Explosives?
Posted: Mon Dec 22, 2003 1:54 pm
by Shortricci
Hi all.
Merry Christmas all.
Im making a map with a bridge, what i want to do is place explosives on it that can be detonated but the objective is to remove the explosive.
Allies : Remove explosives
Axis : Detonate Explosives
So i would place the explosives on the bridge and put a trigger around it for the removal?
Thanks for you time
- Shortricci

Re: Removing Explosives?
Posted: Mon Dec 22, 2003 4:23 pm
by Bjarne BZR
Shortricci wrote:Merry Christmas all.
To you as well.
Shortricci wrote:So i would place the explosives on the bridge and put a trigger around it for the removal?
Yes. And give the bomb a targetname. That way you can remove the bomb model
when the axis has triggered it.
Posted: Mon Dec 22, 2003 10:18 pm
by bdbodger
I think you may need to make the bombs script_models . If you give the trigger uses a setthread value and a thread name and then have the trigger_use target the bomb you can do this
make the bombs model/items/pulse_explosive.tik or models/items/pulse_explosive2.tik and a targetname of bomb
trigger_use Key: setthread Value: bombs
bombs:
local.player = parm.other
if(local.player.dmteam == "axis" )
{
self.target.model = models/items/explosive.tik
self loopsound bombtick1
self thread bomb_armed
}
else
{
self.target remove
self remove
}
end
bomb_armed:
local.timer = ( level.time + 10 )
while(self)
{
if(local.timer == level.time)
{
self.target remove
exec global/model.scr self.origin // explosion mine
self remove
}
waitframe
}
end