Global strafeing and bombing script
Posted: Fri Jan 23, 2004 3:18 pm
Well the global strafeing and bombing script I was working on is done . The is a lot of things that can be done with this script too much for me to explain so I will just post the keys . Also there is some docs with it and a crude map .
//---------------------------------------------------------------------------------------------------
// First info_splinepath node keys
//---------------------------------------------------------------------------------------------------
//
// Key:$targetname Value: strafe_path ( not optional )
// Key:#set Value: < integer > ( set each each node to same set# each path to a different set # )
// Key:$mdl Value: < model > ( Plane model default vehicles/p47fly.tik)
// Key:$scrplane Value: < script_object> ( Script object brush model for plane instead of $mdl )
// Key:angles Value: < x y z > ( pitch roll yaw )
// Key:#planescale Value: < float > ( plane scale default 1 )
// Key:#gunangle Value: < angle > ( gun pitch angle default 30 )
// Key:#guns Value: < boolean > ( guns on or off (1,0) default 1 on )
// Key:#sideoffset Value: < float > ( gun offset from center * #planescale( damage trigger 100x100 * scale on center ) default 70 )
// Key:#forwardoffset Value: < float > ( gun forward offset from origin default 100 )
// Key:#heightoffset Value: < float > ( gun height offset from origin default 0 )
// Key:#damage Value: < integer > ( health when new plane spawned or after plane death default 1000)
// Key:#destroyable Value: < boolean > ( 1 destoyable 0 not destroyable default 1 overrides #damage )
// Key:$planeexpmdl Value: < emitter > ( plane explosion emitter default animate/fx_mortar_higgins.tik)
// Key:#planeexpscale Value: < float > ( plane explosion scale default 1 )
// Key:#pause Value: < time > ( optional time to wait after spawn before flying in sec )
//
//---------------------------------------------------------------------------------------------------
// All info_splinepath nodes keys ( read from node )
//---------------------------------------------------------------------------------------------------
//
// Key:#set Value: < integer > ( set each each node to same set# each path to a different set # )
// Key:$setthread Value: < thread > ( optional level.script thread to run when plane flys over node passes #set and #node to thread )
// Key:model Value: < model > ( optional editor model ( editor only ))
// Key:#planescale Value: < float > ( optional new plane scale )
// Key:#bombstart Value: < spawn # > ( optional spawn # delay for bombing if #bomb or #singlebomb set )
// Key:#bomb Value: < # spawns > ( optional value for bombing every # spawns (after #bombstart if #bombstart set))
// Key:#singlebomb Value: < boolean > ( optional value for single bomb drop , resets #bomb to NIL after bombing can be used with #bombstart )
// Key:#randombomb Value: < integer > ( optional Value for random bombing chance of bomb 1 to #randombomb )
// Key:$bombtarget Value: < targetname > ( optional entity targetname for bombing ( is reset to default bombing angles or $statictarget after bombing))
// Key:$statictarget Value: < targetname > ( optional entity targetname for bombing ( is not reset to default and is overridden if $bombtarget set))
// Key:$bombmodel Value: < model > ( optional model for bomb default ammo/us_bomb.tik )
// Key:#bombscale Value: < float > ( optional bomb scale set each node default 1 )
// Key:bombsound Value: < soundalias > ( optional sound for dropping bomb default drop_bomb )
// Key:bombdamage Value: < float > ( optional bomb damage default 500 )
// Key:bombradius Value: < float > ( optional bomb damage radius default 500 )
// Key:$expmodel Value: < emitter > ( optional explosion model for bombing default models/emitters/explosion_mine)
// Key:#expscale Value: < float > ( optional explosion model scale set each node default 1 )
// Key:$bombthread Value: < thread > ( optional level.script thread to run after bomb explosion passes #set and #node to thread)
// Key:#guns Value: < boolean > ( optional value to start/stop guns fireing ( 1 on 0 off ))
// Key:#gunangle Value: < newangle > ( optional new gun pitch angle )
// Key:speed Value: < float > ( optional new speed setting at node default 1 or speed set in editor )
//
//
//---------------------------------------------------------------------------------------------------
// Level Nodes ( Keys can be changed by script see Keys above )
//---------------------------------------------------------------------------------------------------
//
// level.strafenode[set #][node #].origin ( node origin )
// level.strafenode[set #][node #].angles ( node angles )
// level.strafenode[set #][node #].<key> ( read from node each flight )
// level.startbomb[set #][node # ] ( Stored after node setup can be changed to delay )
// ( bombing or set #bomb Key to NIL to stop bombing )
//
// level.index[set #][node #] ( counter for #bombstart and #bomb key , 1 to )
// ( startbomb then 1 to #bomb )
//
//---------------------------------------------------------------------------------------------------
You can get it here
http://members.shaw.ca/B.Boddy/global_strafe.pk3
//---------------------------------------------------------------------------------------------------
// First info_splinepath node keys
//---------------------------------------------------------------------------------------------------
//
// Key:$targetname Value: strafe_path ( not optional )
// Key:#set Value: < integer > ( set each each node to same set# each path to a different set # )
// Key:$mdl Value: < model > ( Plane model default vehicles/p47fly.tik)
// Key:$scrplane Value: < script_object> ( Script object brush model for plane instead of $mdl )
// Key:angles Value: < x y z > ( pitch roll yaw )
// Key:#planescale Value: < float > ( plane scale default 1 )
// Key:#gunangle Value: < angle > ( gun pitch angle default 30 )
// Key:#guns Value: < boolean > ( guns on or off (1,0) default 1 on )
// Key:#sideoffset Value: < float > ( gun offset from center * #planescale( damage trigger 100x100 * scale on center ) default 70 )
// Key:#forwardoffset Value: < float > ( gun forward offset from origin default 100 )
// Key:#heightoffset Value: < float > ( gun height offset from origin default 0 )
// Key:#damage Value: < integer > ( health when new plane spawned or after plane death default 1000)
// Key:#destroyable Value: < boolean > ( 1 destoyable 0 not destroyable default 1 overrides #damage )
// Key:$planeexpmdl Value: < emitter > ( plane explosion emitter default animate/fx_mortar_higgins.tik)
// Key:#planeexpscale Value: < float > ( plane explosion scale default 1 )
// Key:#pause Value: < time > ( optional time to wait after spawn before flying in sec )
//
//---------------------------------------------------------------------------------------------------
// All info_splinepath nodes keys ( read from node )
//---------------------------------------------------------------------------------------------------
//
// Key:#set Value: < integer > ( set each each node to same set# each path to a different set # )
// Key:$setthread Value: < thread > ( optional level.script thread to run when plane flys over node passes #set and #node to thread )
// Key:model Value: < model > ( optional editor model ( editor only ))
// Key:#planescale Value: < float > ( optional new plane scale )
// Key:#bombstart Value: < spawn # > ( optional spawn # delay for bombing if #bomb or #singlebomb set )
// Key:#bomb Value: < # spawns > ( optional value for bombing every # spawns (after #bombstart if #bombstart set))
// Key:#singlebomb Value: < boolean > ( optional value for single bomb drop , resets #bomb to NIL after bombing can be used with #bombstart )
// Key:#randombomb Value: < integer > ( optional Value for random bombing chance of bomb 1 to #randombomb )
// Key:$bombtarget Value: < targetname > ( optional entity targetname for bombing ( is reset to default bombing angles or $statictarget after bombing))
// Key:$statictarget Value: < targetname > ( optional entity targetname for bombing ( is not reset to default and is overridden if $bombtarget set))
// Key:$bombmodel Value: < model > ( optional model for bomb default ammo/us_bomb.tik )
// Key:#bombscale Value: < float > ( optional bomb scale set each node default 1 )
// Key:bombsound Value: < soundalias > ( optional sound for dropping bomb default drop_bomb )
// Key:bombdamage Value: < float > ( optional bomb damage default 500 )
// Key:bombradius Value: < float > ( optional bomb damage radius default 500 )
// Key:$expmodel Value: < emitter > ( optional explosion model for bombing default models/emitters/explosion_mine)
// Key:#expscale Value: < float > ( optional explosion model scale set each node default 1 )
// Key:$bombthread Value: < thread > ( optional level.script thread to run after bomb explosion passes #set and #node to thread)
// Key:#guns Value: < boolean > ( optional value to start/stop guns fireing ( 1 on 0 off ))
// Key:#gunangle Value: < newangle > ( optional new gun pitch angle )
// Key:speed Value: < float > ( optional new speed setting at node default 1 or speed set in editor )
//
//
//---------------------------------------------------------------------------------------------------
// Level Nodes ( Keys can be changed by script see Keys above )
//---------------------------------------------------------------------------------------------------
//
// level.strafenode[set #][node #].origin ( node origin )
// level.strafenode[set #][node #].angles ( node angles )
// level.strafenode[set #][node #].<key> ( read from node each flight )
// level.startbomb[set #][node # ] ( Stored after node setup can be changed to delay )
// ( bombing or set #bomb Key to NIL to stop bombing )
//
// level.index[set #][node #] ( counter for #bombstart and #bomb key , 1 to )
// ( startbomb then 1 to #bomb )
//
//---------------------------------------------------------------------------------------------------
You can get it here
http://members.shaw.ca/B.Boddy/global_strafe.pk3
