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exploder chunks disapearing and broken windows
Posted: Thu Feb 05, 2004 11:43 am
by M&M
well,i have 2 questions,
1st:i want 2 make a broken window,not one that i have 2 break,so i made a brush and but a broken window texture on it.when testing i can fire rounds thru it (sub machine guns, machine gunssnipers,guns) but firing a bazooka makes it blow up in my face,also when throwing a grenade it bounces back at me.i tried making the brush non-solid but everytime i check the checkbox rean it and hit ok,when i return it disappears!!!??so am i doing it wrong and how should it be done
2nd:i managed 2 make an exploding wall with exploder_chunks flying off,but the problem is they dont fly 2 far and they disappear.what i want 2 do is have parts of the wall roll away from the wall after destruction,but what happens is that the chunk hits the ground and sinks thru it(disappears).i know its affected by gravity but sinking into ground isnt one of the effects of gravity as i remember
tnx in advance
Posted: Thu Feb 05, 2004 9:15 pm
by Bjarne BZR
1 - Make it a func_window and set the health to an insanely high number.
2 - The exploder system spawns exploder_chunks as pure eye candy. They are not solid and disappears. If you want the thing you describe you will have to script the exploder_chunks movements manually. Or you can place explodersmashed brushes after the explosion ( but they just pop into existence ).
Posted: Thu Feb 05, 2004 10:21 pm
by M&M
2nd::well,if i make it explodersmashed and link it 2 script origins the same way i do with an exploderchunk ,wouldnt it move and give the effect i want?ill give it a try
Posted: Thu Feb 05, 2004 10:38 pm
by Bjarne BZR
No, explodersmashed will only spawn at the place you put them... no hurling of brushes. If you want exactly what you describe: you will have to script it all manually.
Posted: Thu Feb 05, 2004 10:42 pm
by M&M
well,u c im a noob at scripting

,so i must find a way by mapping it.what i meant in the last post is that i make it an explodersmashed,this will make it spawn in the place i put them(near the destroyed object).after it spawns (near the destroyed object)cant i move it by placing script origins and targeting them like any other moving object?
Posted: Fri Feb 06, 2004 7:48 am
by Bjarne BZR
Well I guess you can, but if you are a scripting noob It will be very hard...
I suggest using a standard exploder and direct the exploderchunk towards the explodersmashed: so that the exploderchunk lands where the explodersmashed spawns. And hide any details in a big exploderfire.
moveto
Posted: Fri Feb 06, 2004 8:48 am
by tltrude
This might work.
rolling_rock:
$rock time 4
$rock moveto $rockroll_origin // A script _origin
$rock rotateY 360
$rock waitmove
$rock rotateY 0
end
Posted: Fri Feb 06, 2004 10:11 am
by M&M
Bjarne BZR wrote:I suggest using a standard exploder and direct the exploderchunk towards the explodersmashed: so that the exploderchunk lands where the explodersmashed spawns. And hide any details in a big exploderfire.
that wont give the effect of blocks of stone rolling away from the explosion
i guess id have 2 script it like u said.
tltrude,how do i make this rock move after the explosion ,u gave me the motion of a rolling rock but that script will make it move without the explosion
another question,cant i scale down a certain effects?i tried some effects on the exploded wall and they look like i blew berlins wall with a nuke,but its actually a vry small brush(88x248x8) ,and i blew it with a sniper!!!
triggering
Posted: Fri Feb 06, 2004 10:31 am
by tltrude
There are several ways to trigger the thread. One is to put this in the properties of the trigger.
Key: setthread
Value: rolling_rock
That will run the thread when the trigger fires. You can also set off the exploder with a line in the rolling_rock thread, like this.
-----------------------------------------------------
level waittill prespawn
$rock hide // hide the script_object
end
rolling_rock:
exec global/exploder.scr::explode 1 // sets off the #set 1 exploder
$rock show // show the script_object
$rock time 2
$rock moveto $rockroll_origin // A script _origin
$rock rotateY 360
$rock waitmove
$rock rotateY 0
end
-----------------------------------------------------
But, you'll have to rename the trigger and take out the set number--so the exploder doesn't get set off twice.
You can scale all entities up or down in the entity window (key N).