Page 1 of 1

planes again:P

Posted: Mon Apr 19, 2004 5:39 pm
by Elgan
ok, i have a plane that when triggerd spawns and then follows a path and then when it gets to the end it stops..all fine.gdgd


but..if triggerd again it already excists so it doesnt make spawn a new 1. but then the plane path says its running..but the plane is sat still...still.

1. How can i make a plane run over a path twice?

2. how can i make an entity spawn then someone shoots a trigger and it blows up. and then spawn another 1. (not needed as nuch as i could make it dissapear and then reuse it and show it again)


The plane is triggerd and then flys drops the bomb then flys out the map.then i want it to do it everytime the trigger is triggerd. Also the plane can be shot down then it crashes to someplace and it would be better for serv if it dissapeared and was reused but it would look better if it crashed then stayed their and a new plane was spawned. its usualy just me m8's and bro's playing anyway in lan. And the bomb has to be reused aswell. or deleted and respawned,, hope ya get me :/.

NOTE: Its Stock Map " Destroyed Village "

here is the code i used...it's like my 2nd script so please feel free to slate me:P

Code: Select all

local.master= spawn ScriptMaster
local.master aliascache snd_binoculars sound/mechanics/Mec_RadioNoise_11.wav soundparms 0.5 0.2 0.9 0.1 160 1600 item loaded maps "m3l2 m3l3 m5l3"
local.master aliascache drop_bomb6 sound/weapons/explo/Exp_LeadIn_11.wav soundparms 0.9 0.2 0.7 0.5 1600 9000 auto loaded maps level.script
local.master aliascache drop_bomb7 sound/weapons/explo/Exp_LeadIn_12.wav soundparms 0.9 0.2 0.7 0.5 1600 9000 auto loaded maps level.script
local.master aliascache drop_bomb8 sound/weapons/explo/Exp_LeadIn_13.wav soundparms 0.9 0.2 0.7 0.5 1600 9000 auto loaded maps level.script
local.master aliascache explode_tank1 sound/weapons/explo/Explo_MetalMed1.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps level.script
local.master aliascache explode_tank2 sound/weapons/explo/Explo_MetalMed2.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps level.script
local.master aliascache explode_tank3 sound/weapons/explo/Explo_MetalMed3.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps level.script
local.master aliascache explode_tank4 sound/weapons/explo/Explo_MetalMed4.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps level.script


binocular_fire:

if ($world.farplane == NIL ) {
	level.bnok_sight_max = 22000
} else {
	if ($world.farplane < 1) {
		level.bnok_sight_max = 22000
	} else {
		level.bnok_sight_max = $world.farplane
	}
}

self playsound snd_binoculars
	
thread plane_check
	local.fwd_vec = angles_toforward self.viewangles
	local.start = self gettagposition "Bip01 Head"
	local.hit_location = trace (local.start + local.fwd_vec * 64) (local.start + local.fwd_vec * level.scout_sight_max) 0
	local.org = spawn script_origin "targetname" "bomb_target1"
	local.org.origin = local.hit_location
	
	local.newvector = local.org.origin 
	local.newvector[0] = local.newvector[0] 
	local.newvector[1] = local.newvector[1] 
	local.newvector[2] = 800 ///local.newvector[2]

	local.org1 = spawn script_origin "targetname" "bomb_target"
	local.org1.origin = local.newvector
	thread plane_spawn
end

plane_spawn:
//////**************main arioplane ***********///////

if(parm.planedone!=1)
{
	spawn script_model "targetname" "plane" "model" "vehicles/stuka_fly.tik"///spwan airpolane
	$plane.origin = ( -287.21 -3724.47 520.37 ) ///( -2365 -2535 -62 ) 
	$plane.scale = 1.0
iprintln "lalla"
	///////////////////**************spwan trigger to hurt plane*****//////////

	local.shoot_plane = spawn trigger_multiple "spawnflags" "128" // "health" "100" 
	local.shoot_plane targetname shoot_plane
	local.shoot_plane setsize ( -300 -300 -300 ) ( 300 300 300 )
	local.shoot_plane setthread plane_hit
	parm.planedone = 1
	$shoot_plane glue $plane
}
	thread events
	
end

events: /////////////////************Events for plane**********************////////////////////////

	
	waitthread plane_path
	thread drop_bomb ////drop the bom on the target sighted by the guy 
	waitthread plane_path2
//////////////testing stuff here to re-use plane
	$plane respawn	
	$plane.origin = ( -287.21 -3724.47 520.37 ) 
end

//////////**********main plane fly path***********/////////

plane_path:

	local.path1 = spawn info_splinepath "targetname" "path1"
	local.path1.origin = $plane.origin
	local.path1.angles = ( 0 0 0 ) 

	local.path2 = spawn info_splinepath "targetname" "path2"
	local.path2.origin = $bomb_target.origin
	local.path2.angles = ( 0 0 0 ) 
iprintln "working"
	local.path3 = spawn info_splinepath "targetname" "path3"
	local.path3.origin = $bomb_target.origin - ( 1 1 0 )//
	local.path3.angles = ( 0 0 0 )

	local.path1 target local.path2  
	local.path2 target local.path3 

	$plane flypath $path1 900 400 150
	$plane waitmove // or move 
	

end



plane_path2:

	local.path4 = spawn info_splinepath "targetname" "path4"
	local.path4.origin = ( -1880 1383 800 ) 
	local.path4.angles = ( 0 0 0 )

	local.path5 = spawn info_splinepath "targetname" "path5"
	local.path5.origin = ( -3342 1267 428 )
	local.path5.angles = ( 0 0 0 ) 
	
	local.path6 = spawn info_splinepath "targetname" "path6"
	local.path6.origin = ( -3631 816 428 ) + ( 100 100 100 )
	local.path6.angles = ( 0 0 0 ) 


	local.path4 target local.path5  
	local.path5 target local.path6
	
	$plane flypath $path4 900 400 150
	$plane waitmove // or move 

end




drop_bomb:
	local.bottom_spot = $bomb_target1.origin
	local.spot = trace $plane.origin local.bottom_spot 0 
	local.bomb = spawn script_model "targetname" "bomb" 
	$bomb model "ammo/us_bomb.tik" 
	$bomb.origin = $plane.origin
	$bomb.angles= ( 90 0 0 ) 
	$bomb notsolid 
iprintln "dropped bomb"
	$bomb playsound drop_bomb 
	$bomb moveto local.spot
	$bomb speed 800
	$bomb waitmove
	//$bomb remove
 	$bomb scale 3.0
	parm.target = local.spot
	thread blow_a_place_up
	$bomb delete
end


blow_a_place_up:

	local.target = parm.target 
	local.Exp1 = spawn "fx/scriptbazookaexplosion.tik"
	local.Exp2 = spawn "animate/fx_mortar_dirt.tik"
	local.Exp3 = spawn "animate/fx_mortar_higgins.tik"

	exec global/earthquake.scr .23 4 0 0
	iprintln parm.target
	local.Exp1.origin = parm.target
	local.Exp1 anim start
	local.Exp2.origin = parm.target
	local.Exp2 anim start
	local.Exp3.origin = parm.target
	local.Exp3 anim start
	wait 1
	// Remove the animations.
	local.Exp1 remove
	local.Exp2 remove
	local.Exp3 remove
end


plane_hit:
	local.player=parm.other
	iprintln "PLANE SHOT"
///////****(note to self)*******sort this bit out later, use code writen for plane crash in algeriers******////////
	$shoot_plane triggerable
	$shoot_plane glue $plane
end


plane

Posted: Mon Apr 19, 2004 5:55 pm
by tltrude
Remove the plane and spawn it again.

$plane remove
thread plane_spawn

Change "parm.planedone" to "level.planedone".

Posted: Mon Apr 19, 2004 6:17 pm
by Elgan
ok. ty for the level thing..the remove..ok..i made the changes. making the plane remove and then run respawn and i moved the if to the bnok place so that it can run it the first time and not get stuck in a loop.

Code: Select all

local.master= spawn ScriptMaster
local.master aliascache snd_binoculars sound/mechanics/Mec_RadioNoise_11.wav soundparms 0.5 0.2 0.9 0.1 160 1600 item loaded maps "m3l2 m3l3 m5l3"
local.master aliascache drop_bomb6 sound/weapons/explo/Exp_LeadIn_11.wav soundparms 0.9 0.2 0.7 0.5 1600 9000 auto loaded maps level.script
local.master aliascache drop_bomb7 sound/weapons/explo/Exp_LeadIn_12.wav soundparms 0.9 0.2 0.7 0.5 1600 9000 auto loaded maps level.script
local.master aliascache drop_bomb8 sound/weapons/explo/Exp_LeadIn_13.wav soundparms 0.9 0.2 0.7 0.5 1600 9000 auto loaded maps level.script
local.master aliascache explode_tank1 sound/weapons/explo/Explo_MetalMed1.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps level.script
local.master aliascache explode_tank2 sound/weapons/explo/Explo_MetalMed2.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps level.script
local.master aliascache explode_tank3 sound/weapons/explo/Explo_MetalMed3.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps level.script
local.master aliascache explode_tank4 sound/weapons/explo/Explo_MetalMed4.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps level.script


binocular_fire:

if ($world.farplane == NIL ) {
	level.bnok_sight_max = 22000
} else {
	if ($world.farplane < 1) {
		level.bnok_sight_max = 22000
	} else {
		level.bnok_sight_max = $world.farplane
	}
}

self playsound snd_binoculars
	
thread plane_check
	local.fwd_vec = angles_toforward self.viewangles
	local.start = self gettagposition "Bip01 Head"
	local.hit_location = trace (local.start + local.fwd_vec * 64) (local.start + local.fwd_vec * level.bnok_sight_max) 0
	local.org = spawn script_origin "targetname" "bomb_target1"
	local.org.origin = local.hit_location
	
	local.newvector = local.org.origin 
	local.newvector[0] = local.newvector[0] 
	local.newvector[1] = local.newvector[1] 
	local.newvector[2] = 800 ///local.newvector[2]

	local.org1 = spawn script_origin "targetname" "bomb_target"
	local.org1.origin = local.newvector
	
	if(level.planedone!=1)
	{
		thread plane_spawn
	}
	thread events
end

plane_spawn:
//////**************main arioplane ***********///////

	spawn script_model "targetname" "plane" "model" "vehicles/stuka_fly.tik"///spwan airpolane
	$plane.origin = ( -287.21 -3724.47 520.37 ) ///( -2365 -2535 -62 ) 
	$plane.scale = 1.0

iprintln "lalla"
	///////////////////**************spwan trigger to hurt plane*****//////////

	local.shoot_plane = spawn trigger_multiple "spawnflags" "128" // "health" "100" 
	local.shoot_plane targetname shoot_plane
	local.shoot_plane setsize ( -300 -300 -300 ) ( 300 300 300 )
	local.shoot_plane setthread plane_hit

	$shoot_plane glue $plane
	level.planedone = 1
	
end

events: /////////////////************Events for plane**********************////////////////////////

	
	waitthread plane_path
	//thread drop_bomb ////drop the bom on the target sighted by the guy 
	waitthread plane_path2
//////////////testing stuff here to re-use plane	
	$plane remove
	thread plane_spawn 
end

//////////**********main plane fly path***********/////////

plane_path:

	local.path1 = spawn info_splinepath "targetname" "path1"
	local.path1.origin = $plane.origin
	local.path1.angles = ( 0 0 0 ) 

	local.path2 = spawn info_splinepath "targetname" "path2"
	local.path2.origin = $bomb_target.origin
	local.path2.angles = ( 0 0 0 ) 
iprintln "working"
	local.path3 = spawn info_splinepath "targetname" "path3"
	local.path3.origin = $bomb_target.origin - ( 1 1 0 )//
	local.path3.angles = ( 0 0 0 )

	local.path1 target local.path2  
	local.path2 target local.path3 

	$plane flypath $path1 900 400 150
	$plane waitmove // or move 
	

end



plane_path2:

	local.path4 = spawn info_splinepath "targetname" "path4"
	local.path4.origin = ( -1880 1383 800 ) 
	local.path4.angles = ( 0 0 0 )

	local.path5 = spawn info_splinepath "targetname" "path5"
	local.path5.origin = ( -3342 1267 428 )
	local.path5.angles = ( 0 0 0 ) 
	
	local.path6 = spawn info_splinepath "targetname" "path6"
	local.path6.origin = ( -3631 816 428 ) + ( 100 100 100 )
	local.path6.angles = ( 0 0 0 ) 


	local.path4 target local.path5  
	local.path5 target local.path6
	
	$plane flypath $path4 900 400 150
	$plane waitmove // or move 

end




drop_bomb:
	local.bottom_spot = $bomb_target1.origin
	local.spot = trace $plane.origin local.bottom_spot 0 
	local.bomb = spawn script_model "targetname" "bomb" 
	$bomb model "ammo/us_bomb.tik" 
	$bomb.origin = $plane.origin
	$bomb.angles= ( 90 0 0 ) 
	$bomb notsolid 
iprintln "dropped bomb"
	$bomb playsound drop_bomb 
	$bomb moveto local.spot
	$bomb speed 800
	$bomb waitmove
	$bomb remove
 	$bomb scale 3.0
	parm.target = local.spot
	thread blow_a_place_up
end


blow_a_place_up:

	local.target = parm.target 
	local.Exp1 = spawn "fx/scriptbazookaexplosion.tik"
	local.Exp2 = spawn "animate/fx_mortar_dirt.tik"
	local.Exp3 = spawn "animate/fx_mortar_higgins.tik"

	exec global/earthquake.scr .23 4 0 0
	iprintln parm.target
	local.Exp1.origin = parm.target
	local.Exp1 anim start
	local.Exp2.origin = parm.target
	local.Exp2 anim start
	local.Exp3.origin = parm.target
	local.Exp3 anim start
	wait 1
	// Remove the animations.
	local.Exp1 remove
	local.Exp2 remove
	local.Exp3 remove
end


plane_hit:
	local.player=parm.other
	iprintln "PLANE SHOT"
///////****(note to self)*******sort this bit out later, use code writen for plane crash in algeriers******////////
	
	//local.crash_site_spot = $plane.origin + ( 999 0 0 )
	//local.crash_site = trace $plane.origin local.crash_site_spot 0 
	//$plane moveto local.crash_site
	//$plane waitmove
	$shoot_plane triggerable
	$shoot_plane glue $plane
end

i commented out the bomb bit because if i try to make a new plane with the bomb bit ..it explodes straight away in some place..prob 0 0 0..wherever that is :oops:

Posted: Tue Apr 20, 2004 1:08 am
by Elgan
hehe ok, i had it wokring in the first place then i broke it.grr..i was stood in the worng place :roll: /hehe

all working now. the plane works many times. but the bomb second time round explodes straight away:(:S?:(...

Posted: Tue Apr 20, 2004 1:15 am
by Elgan
ahhh i think i know!!..oo oo pick me!.

ok, does the bomb seconds time round explode straight away because 1 plane has allready gone though the path?

Code: Select all

local.master= spawn ScriptMaster
local.master aliascache snd_binoculars sound/mechanics/Mec_RadioNoise_11.wav soundparms 0.5 0.2 0.9 0.1 160 1600 item loaded maps "m3l2 m3l3 m5l3"
local.master aliascache drop_bomb6 sound/weapons/explo/Exp_LeadIn_11.wav soundparms 0.9 0.2 0.7 0.5 1600 9000 auto loaded maps level.script
local.master aliascache drop_bomb7 sound/weapons/explo/Exp_LeadIn_12.wav soundparms 0.9 0.2 0.7 0.5 1600 9000 auto loaded maps level.script
local.master aliascache drop_bomb8 sound/weapons/explo/Exp_LeadIn_13.wav soundparms 0.9 0.2 0.7 0.5 1600 9000 auto loaded maps level.script
local.master aliascache explode_tank1 sound/weapons/explo/Explo_MetalMed1.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps level.script
local.master aliascache explode_tank2 sound/weapons/explo/Explo_MetalMed2.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps level.script
local.master aliascache explode_tank3 sound/weapons/explo/Explo_MetalMed3.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps level.script
local.master aliascache explode_tank4 sound/weapons/explo/Explo_MetalMed4.wav soundparms 0.9 0.2 0.8 0.2 1500 9000 weapon loaded maps level.script


binocular_fire:

if ($world.farplane == NIL ) {
	level.bnok_sight_max = 22000
} else {
	if ($world.farplane < 1) {
		level.bnok_sight_max = 22000
	} else {
		level.bnok_sight_max = $world.farplane
	}
}

self playsound snd_binoculars
	
thread plane_check
	local.fwd_vec = angles_toforward self.viewangles
	local.start = self gettagposition "Bip01 Head"
	local.hit_location = trace (local.start + local.fwd_vec * 64) (local.start + local.fwd_vec * level.bnok_sight_max) 0
	local.org = spawn script_origin "targetname" "bomb_target1"
	local.org.origin = local.hit_location
	
	local.newvector = local.org.origin 
	local.newvector[0] = local.newvector[0] 
	local.newvector[1] = local.newvector[1] 
	local.newvector[2] = 800 ///local.newvector[2]

	local.org1 = spawn script_origin "targetname" "bomb_target"
	local.org1.origin = local.newvector
	
	if(level.planedone!=1)
	{
		thread plane_spawn
	}
	thread events
end

plane_spawn:
//////**************main arioplane ***********///////

	local.plane = spawn script_model "targetname" "plane" ///spwan airpolane
	local.plane model "vehicles/stuka_fly.tik"
	local.plane.origin = ( -287.21 -3724.47 520.37 ) ///( -2365 -2535 -62 ) 
	local.plane.scale = 1.0

	///////////////////**************spwan trigger to hurt plane*****//////////

	local.shoot_plane = spawn trigger_multiple "spawnflags" "128" // "health" "100" 
	local.shoot_plane targetname shoot_plane
	local.shoot_plane setsize ( -300 -300 -300 ) ( 300 300 300 )
	local.shoot_plane setthread plane_hit

	$shoot_plane glue $plane
	level.planedone = 0
	
end

events: /////////////////************Events for plane**********************////////////////////////

	
	waitthread plane_path
	thread drop_bomb ////drop the bom on the target sighted by the guy 
	waitthread plane_path2
//////////////testing stuff here to re-use plane	
	$plane remove
	thread plane_spawn 
end

//////////**********main plane fly path***********/////////

plane_path:

	local.path1 = spawn info_splinepath "targetname" "path1"
	local.path1.origin = $plane.origin
	local.path1.angles = ( 0 0 0 ) 

	local.path2 = spawn info_splinepath "targetname" "path2"
	local.path2.origin = $bomb_target.origin
	local.path2.angles = ( 0 0 0 ) 
iprintln "working"
	local.path3 = spawn info_splinepath "targetname" "path3"
	local.path3.origin = $bomb_target.origin - ( 1 1 0 )//
	local.path3.angles = ( 0 0 0 )

	local.path1 target local.path2  
	local.path2 target local.path3 

	$plane flypath $path1 900 400 150
	$plane waitmove // or move 
	

end



plane_path2:

	local.path4 = spawn info_splinepath "targetname" "path4"
	local.path4.origin = ( -1880 1383 800 ) 
	local.path4.angles = ( 0 0 0 )

	local.path5 = spawn info_splinepath "targetname" "path5"
	local.path5.origin = ( -1457 2520 800 )
	local.path5.angles = ( 0 0 0 ) 
	
	local.path6 = spawn info_splinepath "targetname" "path6"
	local.path6.origin = ( -1457 2520 530 ) 
	local.path6.angles = ( 0 0 0 ) 


	local.path4 target local.path5  
	local.path5 target local.path6
	
	$plane flypath $path4 900 400 150
	$plane waitmove // or move 

end




drop_bomb:
	local.bottom_spot = $bomb_target1.origin
	local.spot = trace $plane.origin local.bottom_spot 0 
	local.bomb = spawn script_model "targetname" "bomb" 
	$bomb model "ammo/us_bomb.tik" 
	$bomb.origin = $plane.origin
	$bomb.angles= ( 90 0 0 ) 
	$bomb notsolid 
iprintln "dropped bomb"
	$bomb playsound drop_bomb 
	$bomb moveto local.spot
	$bomb speed 800
	$bomb waitmove
	$bomb remove
 	$bomb scale 3.0
	level.target = local.spot
	local.fire_bomb = spawn script_model "targetname" "fire_bomb"
	local.fire_bomb model "static/fire.tik"
	local.fire_bomb.origin = local.spot
	local.fire_bomb.scale = 1.0
	local.fire_bomb notsolid

	thread blow_a_place_up

	local.firebomb_trigger = spawn trigger_multiple "targetname" "firebomb_trigger"
	local.firebomb_trigger.origin = local.spot
	local.firebomb_trigger setsize ( -30 -30 -30 ) ( 30 30 30 ) 
	local.firebomb_trigger setthread burn_player
end


blow_a_place_up:

	local.target = parm.target 
	local.Exp1 = spawn "fx/scriptbazookaexplosion.tik"
	local.Exp2 = spawn "animate/fx_mortar_dirt.tik"
	local.Exp3 = spawn "animate/fx_mortar_higgins.tik"

	exec global/earthquake.scr .23 4 0 0
	local.Exp1.origin = level.target
	local.Exp1 anim start
	local.Exp2.origin = level.target
	local.Exp2 anim start
	local.Exp3.origin = level.target
	local.Exp3 anim start
	wait 1
	//Remove the animations.
	local.Exp1 remove
	local.Exp2 remove
	local.Exp3 remove
end

plane_hit:
	local.newvector = ( -1457 2520 -800 )
	level.crash_site = trace $plane.origin local.newvector 0 
	$plane speed 1000
	$plane time 80
        $plane rotatez 360
	$plane.angles = ( 18.78 92.86 0.00 )
	$plane speed 1000
	$plane.angles = ( 18.78 92.86 0.00 )
	local.plane_explode = spawn "fx/fx_flying_stuka_explosion.tik"
	local.plane_explode.origin = $plane.origin
	local.plane_explode anim start
	local.plane_explode remove
	local.fire = spawn script_model "targetname" "plane_fire"
	local.fire model "static/fire.tik"
	local.fire.origin = $plane.origin
	local.fire.scale = 2.0
	$plane_fire glue $plane
        $plane moveto level.crash_site
        $plane waitmove
	local.plane_explosion = spawn "fx/scriptbazookaexplosion.tik"
	local.plane_explode = spawn "fx/fx_flying_stuka_explosion.tik"
	exec global/earthquake.scr 1 4 0 0
	local.plane_explosion.origin = $plane.origin
	local.plane_explode.origin = $plane.origin
	local.plane_explosion anim start
	local.plane_explode anim start
	wait 1
	local.plane_explosion remove
	local.plane_explode remove
	$plane_fire remove
	
	local.crashed_plane = spawn script_model
	local.crashed_plane model "vehicles/stuka_d.tik"
	local.crashed_plane.origin = $plane.origin
	local.crashed_plane.scale = 1.0
	$plane remove
	local.fire_crash = spawn script_model "targetname" "plane_crash"
	local.fire_crash model "static/fire.tik"
	local.fire_crash.origin = $plane.origin
	local.fire_crash.scale = 2.0
	local.fire_trigger = spawn trigger_multiple "targetname" "fire_trigger"
	local.fire_trigger.origin = $plane.origin
	local.fire_trigger setsize ( -30 -30 -30 ) ( 30 30 30 ) 
	local.fire_trigger setthread burn_player

	$shoot_plane remove
end

burn_player:
	local.player=parm.other
	local.fire_onplayer = spawn script_model "targetname" "fire_onplayer"
	local.fire_onplayer model "static/fire.tik"
	local.fire_onplayer.origin = local.player.origin
	local.fire_onplayer.scale = 1.0
	local.fire_onplayer notsolid
	local.fire_onplayer glue local.player
	local.fire_burn = spawn trigger_multiple "targetname" "burn" 
	local.fire_burn.origin = $fire_onplayer
	local.fire_burn setsize ( -30 -30 -30 ) ( 30 30 30 ) 
	local.fire_burn setthread ouch 
	local.fire_burn glue $fire_onplayer
end
	
ouch: 
	local.player=parm.other 
	while(local.player istouching self) 
	{ 
		if (local.player.health < 1)
		{
			$burn remove
			$fire_onplayer remove
			end
		}
		
	local.player hurt 5 
	wait 3
	} 

end








local.bottom_spot = $bomb_target1.origin

Posted: Tue Apr 20, 2004 8:45 am
by tltrude
How dose it know where this is?

local.bottom_spot = $bomb_target1.origin

Re: local.bottom_spot = $bomb_target1.origin

Posted: Tue Apr 20, 2004 9:21 am
by Elgan
tltrude wrote:How dose it know where this is?

local.bottom_spot = $bomb_target1.origin
sorry ive been up to many ngihts now . uve lost me sorry :(


ok:

local.bottom_spot = $bomb_target1.origin gets the location where the person fired the bincoulars yeah?:S..i think. then then plane moves to bomb_terget...which is above that....then....it traces to that target from the plane and getting the spot for the bomb to moveto...then it spawns it at the plane and then moves it...once...

bomb

Posted: Tue Apr 20, 2004 2:54 pm
by tltrude
Well it is too compicated for me, but my bet is that one of your bomb target things has not been removed and respawned.

Posted: Tue Apr 20, 2004 3:21 pm
by Elgan
bok.thanx anyway...there is only 1 bomb target thats set when u fire the binocs...i think i should thin down the crash also:P.