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Mortar Hit????
Posted: Tue Mar 23, 2004 11:49 am
by Shifty
For my Stargate im hoping to add a mortar hit before the gate opens to represent the kawoosh effect - water plume that shoots from the gate before the event horizon (puddle) forms
How would I achieve this? I imagine it would be tied into the trigger on my pedestal so i dont really need help there I just need to know how to add the effect.... cheers
animate_fx_mortar-water
Posted: Tue Mar 23, 2004 1:11 pm
by tltrude
It is under Animate. But, I think you will not be able to make it fall back sideways.
animate > fx > mortar-water
You'll probably have to make a new tik for what you want. First try making a script_model using the "fx_mortar_water.tik" model. "grenexp_water.tik" might be a good one to modify--under fx.
Posted: Tue Mar 23, 2004 1:14 pm
by Shifty
cheers ill try that but i still got 4 hours to go till i finish work

so it wont be till later

Posted: Thu Mar 25, 2004 1:10 pm
by Shifty
How do I get this to run do i have to add it to my script?
If so can I get it to run from a trigger use?
So...
In the map i'd add the mortar via script_model (fx_mortar_water.tik)
or could i use script_object and then add the model to it in the key/value area?
So then
have the tigger_use with k/v of targetname : waterboom
then the script_model or script_object with k/v of target : waterboom
then in the script
(My Scripting knonwledge is terrible so I doubt this will be right but ill have a go)
Code: Select all
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
level waittill prespawn
exec global/DMprecache.scr
level.script = "maps/dm/dm_boomtest.scr"
$waterboom nottriggerable
thread waterboom
level waittill spawn
end
////WATERBOOM/////
thread waterboom
$waterboom triggerable
end
Posted: Thu Mar 25, 2004 11:44 pm
by Shifty
Has Anyone had a chance to look at this yet???
Posted: Sat Mar 27, 2004 6:48 pm
by Shifty
Ok i'm bumping this again anyone feel like helping cos its needed for my stargate project......
Thanks
Posted: Sat Mar 27, 2004 6:50 pm
by kai0ty
well since i hate talking to myself as it appears ur doing, ill tell ya that i dont even know waht it is ur trying to acieve. ive never watched stargate, so i have no idea what the "puddle" effect it.
Posted: Sat Mar 27, 2004 7:00 pm
by Shifty
Just like this

Posted: Sat Mar 27, 2004 8:24 pm
by kai0ty
sweet jesus!
well why not just make a cylinder that progressively get bigger??
texture it with water and viola.
Posted: Sun Mar 28, 2004 1:04 am
by wacko
as I had the pleasure to play around with the tiki of animate/adam-pipe-steam for something i wanted to achieve, I believe that this is something u should try too. No idea though how u could realize a fall back, maybe with two tikis (one forth and one back), but altleast there's that growing and steaming look...
boom
Posted: Sun Mar 28, 2004 6:16 am
by tltrude
I think you must be loosing brain cells fast. It is easy to animate an explosion entity. Don't target the trigger with the entity. Give the entity a targetname like, "waterboom" and the trigger_use a targetname like, "waterboom_trigger".
Code: Select all
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "dm_boomtest"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
level waittill prespawn
exec global/DMprecache.scr
level.script = "maps/dm/dm_boomtest.scr"
$waterboom anim idle
thread waterboom
level waittill spawn
end
////WATERBOOM/////
waterboom:
$waterboom_trigger waittill trigger
$waterboom anim start
wait 2 // adjust this time for desired effect (full animation is 3.5 or more).
$waterboom anim idle
wait 3 // delay before trigger is reset
goto waterboom
end
It will probably go streight up because it says "angles 0 0 crandom 360" several times in the tik file for that explosion.
Re: boom
Posted: Sun Mar 28, 2004 11:05 am
by wacko
tltrude wrote:I think you must be loosing brain cells fast

Posted: Sun Mar 28, 2004 11:28 am
by Shifty
I think you must be loosing brain cells fast.
Thanks for the help
Posted: Sun Mar 28, 2004 8:16 pm
by Shifty
Well I've played around with the tiki and changing the angles doesnt effect where the beggining of the mortar hit comes from so I'm dumping that idea.
So now i really don't know what to do to get this effect in the map

explosion
Posted: Sun Mar 28, 2004 9:41 pm
by tltrude
Find one that does explode sideways and change it into water. To save time you can spawn the explosions and test different ones by just changing the tiki in the script.
Code: Select all
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "dm_boomtest"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
local.master = spawn ScriptMaster
local.master aliascache flush_gate sound/weapons/explo/exp_water_03.wav soundparms 1.0 0.2 0.8 0.4 1000 8000 weapon loaded maps "m dm obj "
level waittill prespawn
exec global/DMprecache.scr
level.script = "maps/dm/dm_boomtest.scr"
$waterboom anim idle
thread waterboom
level waittill spawn
end
////WATERBOOM/////
waterboom:
$waterboom_trigger waittill trigger
local.flush = spawn script_model angle "90" // This may not be the right angle
local.flush model models/emitters/fireball_matrix.tik
local.flush.origin = $waterboom.origin + (0 0 0)
local.flush.scale = 1
local.flush anim start
local.flush playsound flush_gate
wait 3 // delay before trigger is reset
goto waterboom
end