obj explosive not setting
Posted: Sun Mar 07, 2004 2:16 pm
I had this working, but in the process of fixing other problems, i somehow messed it up. I have an obj explosive made using the "Blow up that multiplayer objective" tutorial on this site. I had tested it and got some nice explosions. Then, after a few alterations to my map and script, I can no longer set my charge. I have checked repeatedly for typos (I have heard that some other mappers make typos from time to time, but never me
) and everything looked correct. I even remade the whole obj/explosive following the tutorial carefully; still no luck. I looked over my script and everything looks right to me, but I don't know much about scripting. Can someone telll me if the script is done properly? My explosive has the key/value targetname/tank_bomb
main:
setcvar "g_obj_alliedtext1" "Destroy the King Tiger"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Defend the King Tiger"
setcvar "g_obj_axistext2" "from the Allies"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/obj/chateauhq.scr
exec global/ambient.scr m4l1
thread global/exploder.scr::main
level waittill spawn
level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 1
level.bomb_damage = 200
level.bomb_explosion_radius = 256
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
//level waittill roundstart
$tank_bomb thread global/obj_dm.scr::bomb_thinker
thread allies_win_bomb
$tank_bomb thread axis_win_timer
end
// until called.
explode_bang:
exec global/exploder.scr::explode 1
radiusdamage $hurtobject 256 384
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
end
the backgound sound plays and explode_bang part of the script works, in case anyone needs to know.
main:
setcvar "g_obj_alliedtext1" "Destroy the King Tiger"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Defend the King Tiger"
setcvar "g_obj_axistext2" "from the Allies"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/obj/chateauhq.scr
exec global/ambient.scr m4l1
thread global/exploder.scr::main
level waittill spawn
level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 1
level.bomb_damage = 200
level.bomb_explosion_radius = 256
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
//level waittill roundstart
$tank_bomb thread global/obj_dm.scr::bomb_thinker
thread allies_win_bomb
$tank_bomb thread axis_win_timer
end
// until called.
explode_bang:
exec global/exploder.scr::explode 1
radiusdamage $hurtobject 256 384
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
end
the backgound sound plays and explode_bang part of the script works, in case anyone needs to know.