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Blowing up my v2

Posted: Sun Jan 25, 2004 3:19 pm
by BirdsofaFeather
Alright here's the situation:

I have a v2 in my map that is an objective to blow up. I originally had a problem where the bounding box of the v2 was so large that it kept me a good distance from the rocket, keeping me from setting the bomb obviously. I tried to make the rocket nonsolid in it's settings, but it seemed that the exploder script would automatically make it solid again no matter what. At the suggestion of another person I used these entity settings in my rocket (along with the normal #set association):

$targetname: exploder
targetname: v2

then I changed this in my script:

waitthread global/exploder.scr::main
$v2 notsolid

I created a custom clip for my rocket that fit it the right way, and the rocket did go nonsolid. Unfortunatly, now the exploder script doesn't work for it, in that the rocket doesn't blow. Is there any way to make it so the rocket can interact with both the exploder script and my command to make it nonsolid? Or is there a way to simply remove the large bounding box that the rocket comes with and have it work with the exploder script also? Thanks in advance.

Posted: Sun Jan 25, 2004 3:21 pm
by BirdsofaFeather
and just in case someone says it: no I can't make the rocket smaller, I kept it the default size anyway. I should be able to walk right up to it and set a bomb, you can do that in the stock v2 map anyway.

Posted: Sun Jan 25, 2004 3:30 pm
by Bjarne BZR
After a quick look at the stock V2 map: there is no such scripting, they have just klicked the NOT_SOLID checkbox in the V2 models entity properties dialog box ( resulting in the key / value pair : spawnflags / 1 ).

Posted: Sun Jan 25, 2004 3:34 pm
by BirdsofaFeather
After a quick look at the stock V2 map: there is no such scripting, they have just klicked the NOT_SOLID checkbox in the V2 models entity properties dialog box ( resulting in the key / value pair : spawnflags / 1 ).
:O...

but that's what I did, and it didn't work...at all. The exploder thread made it solid again. There must be some kind of work-around thread, but I don't have a clue where to start.

*edit* I just checked v2's script too, it doesn't look like they've done anything special there either, I'm stumped.

Posted: Sun Jan 25, 2004 3:53 pm
by Bjarne BZR
Digging deeper...

OK, found the difference:

They do not use an animate_equipment_v2 ( as I suspect you do )... instead they use a script_object with the key / value pair : model / static/v2.tik ( and the not_solid ).

Work better?

Posted: Mon Jan 26, 2004 2:54 am
by BirdsofaFeather
They do not use an animate_equipment_v2 ( as I suspect you do )... instead they use a script_object with the key / value pair : model / static/v2.tik ( and the not_solid ).
yes, actually I did use an animate_equipment_v2. I hadn't even thought of using a script_model instead, will try though. Compiling now

Posted: Mon Jan 26, 2004 3:44 am
by BirdsofaFeather
yeah, it still didn't work, the large bounding box of the rocket model was still there even though it was now a script_object and had nonsolid checked. The exploder thread still made it solid again. Is there any way to assign two targetnames to an entity? That's the only way I can think of to do this. Could anyone else with a decompiled version of v2 take a look and see if they did anything special to make it work?

Posted: Mon Jan 26, 2004 5:24 am
by BirdsofaFeather
WOOHOO, I figured it out.

I used a workaround. I just made a normal rocket model and didn't include it in the exploder set, made it nonsolid. then I added a continuously running loop to see if the bomb had went off, and when it did I did a $v2 hide command. Simple yet effective. Thanks for the help anyway.

Posted: Mon Jan 26, 2004 5:47 am
by Axion
Yeah, but doesn't it look cheesy to just have the rocket disaapear into thin air?

Posted: Mon Jan 26, 2004 5:33 pm
by BirdsofaFeather
Yeah, but doesn't it look cheesy to just have the rocket disaapear into thin air?
eh, not as cheezy as having it not disappear at all after an explosion, and since I can't figure out any other way...it's good enough for me at that point.

Posted: Mon Jan 26, 2004 7:00 pm
by Bjarne BZR
Axion wrote:Yeah, but doesn't it look cheesy to just have the rocket disaapear into thin air?
The rocket in the V2 map just disappears as well... but as the exploderchunks are then spawned an are thrown out of the now empty space: It looks OK ( combined with a fat explosion )

Posted: Mon Jan 26, 2004 8:00 pm
by Axion
It's been so long since I've actually played a V2 match where the allies had successfully blown the rocket up that I'd forgotten what the mechanics of the explosion looked like.

Carry on.

Posted: Mon Jan 26, 2004 8:12 pm
by Bjarne BZR
Ha ha, I tend to set that one a lot... people go o_0 "Hey! The bomb isn't set! Oh, right, one down there as well... now I remember..." :twisted: