bdbodger wrote:There are lots of random explosion posts do a search for them .
I saw yours on tmt forums, but I liked tltrude's anims and sounds better. But I can't get it to work with mohdm2.scr . This is what I have right now and there too many errors to count.
// DESTROYED VILLAGE
// ARCHITECTURE: NED
// SCRIPTING: NED
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Destroyed Village"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm2"
local.master = spawn ScriptMaster
local.master aliascache leadinmp1 sound/weapons/explo/Exp_LeadIn_06.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp2 sound/weapons/explo/Exp_LeadIn_07.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp3 sound/weapons/explo/Exp_LeadIn_08.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp4 sound/weapons/explo/Exp_LeadIn_09.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp5 sound/weapons/explo/Exp_LeadIn_10.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp6 sound/weapons/explo/Exp_LeadIn_11.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp7 sound/weapons/explo/Exp_LeadIn_12.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
local.master aliascache leadinmp8 sound/weapons/explo/Exp_LeadIn_13.wav soundparms 0.8 0.2 0.7 0.5 160 3000 auto loaded maps "m obj dm train"
exec global/exploder.scr
// 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/mohdm2.scr
exec global/ambient.scr mohdm2
spawn script_origin "origin" ( -1063 -2952.20 -107.29) "targetname" random_explode1
spawn script_origin "origin" ( -508.26 -1984.76 -146.00) "targetname" random_explode2
spawn script_origin "origin" ( -52.36 -923.30 -146.00) "targetname" random_explode3
spawn script_origin "origin" (33.76 584.80 -60.58) "targetname" random_explode4
spawn script_origin "origin" ( -986.72 1097.52 -98.94) "targetname" random_explode5
spawn script_origin "origin" ( -2562.83 1148.51 -96.15) "targetname" random_explode6
spawn script_origin "origin" ( -3047.25 641.42 -133.57) "targetname" random_explode7
thread random_explode_start
level waittill spawn
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based <a href="http://go-advertising.com?go=games" onmouseover="window.status = 'goto: games';return 1" onmouseout="window.status=''">games</a> 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
//***--------------------------------------------------------------------------
//*** Random Explosions - Start
//***--------------------------------------------------------------------------
random_explode_start:
$random_exploder = "
thread random_explode1
thread random_explode2
thread random_explode3
thread random_explode4
thread random_explode5
thread random_explode6
thread random_explode7
$player playsound warn_player_arty_cover
end
random_explode1:
wait (randomfloat 13 + 16)
$random_explode1_origin playsound leadinmp
wait 1
$random_exploder anim start // uses animate fx_explosion_dirt
radiusdamage $random_explode1.origin 256 384
goto random_explode1
end
random_explode2:
wait (randomfloat 13 + 16)
$random_explode2_origin playsound leadinmp
wait 1
$random_exploder anim start // uses animate fx_explosion_dirt
radiusdamage $random_explode2.origin 256 384
goto random_explode2
end
random_explode3:
wait (randomfloat 13 + 16)
$random_explode3_origin playsound leadinmp
wait 1
$random_exploder anim start // uses animate fx_explosion_dirt
radiusdamage $random_explode3_origin 256 384
goto random_explode3
end
random_explode4:
wait (randomfloat 13 + 16)
$random_explode4_origin playsound leadinmp
wait 1
$random_exploder anim start // uses animate fx_explosion_dirt
radiusdamage $random_explode4_origin 256 384
goto random_explode4
end
random_explode5:
wait (randomfloat 13 + 16)
$random_explode5_origin playsound leadinmp
wait 1
$random_exploder anim start // uses animate fx_explosion_dirt
radiusdamage $random_explode5_origin 256 384
goto random_explode5
end
random_explode6:
wait (randomfloat 13 + 16)
$random_explode6_origin playsound leadinmp
wait 1
$random_exploder anim start // uses animate fx_explosion_dirt
radiusdamage $random_explode6_origin 256 384
goto random_explode2
end
random_explode7:
wait (randomfloat 13 + 16)
$random_explode7_origin playsound leadinmp
wait 1
$random_exploder anim start // uses animate fx_explosion_dirt
radiusdamage $random_explode7_origin 256 384
goto random_explode2
end