Hi there,
I've had a look for the answer to this, but either it's not there or I've missed it.
Quite simply, how can you reduce the countdown time before a placed bomb explodes? I've got a standard objective to blow up and this all works, however I need the bomb to explode quicker to make the whole thing a little bit more playable.
Thanks in advance
Dave
Countdown time of a bomb
Moderator: Moderators
bypass
You will have to make your own version of the global/obj_dm.scr script and change this variable--it's in pak0.pk3.
level.bomb_tick_time = 45
Your version of the script can be called anything you like, but make sure your script's "bomb_thinker" lines use the new script name. Place the script in a folder named global in your final pk3.
level.bomb_tick_time = 45
Your version of the script can be called anything you like, but make sure your script's "bomb_thinker" lines use the new script name. Place the script in a folder named global in your final pk3.
restart
I can't see how the two would be related. Does the restart problem go away if you change the bomb_thinker lines back? Please post your level script.
Okay, just tried that. Reset back to the orignal obj_dm and map restarts.
The whole map is at http://www.futurevisions.force9.co.uk/M ... forest.pk3 (if that helps). Its only my second map so it's not going to win any prizes
The only thing changed in obj_dm file was the timer to '25' and saved as forest.scr.
Script:
// Custom objective Bobby's Forest
// ARCHITECTURE: Bobby
// SCRIPTING: Bobby
main:
setcvar "g_obj_alliedtext1" "Destroy the Radio"
setcvar "g_obj_alliedtext2" "building"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Defend the Radio"
setcvar "g_obj_axistext2" "building"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "bobby_forest"
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
//***Ambient sounds
level.script = maps/obj/bobby_forest_obj.scr
exec global/ambient.scr bobby_forest_obj
//***Initializes the exploder subsystem
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 = 2048
// set the parameters for round based match
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 // Comment out this line using '//' before it to be able to set the bomb when alone on the map ( just for testing )
$radio_bomb thread global/forest.scr::bomb_thinker // "radio_bomb" is the targetname set on the bomb in MOHRadiant
thread allies_win_bomb
$radio_bomb thread axis_win_timer
end
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end[/img]
The whole map is at http://www.futurevisions.force9.co.uk/M ... forest.pk3 (if that helps). Its only my second map so it's not going to win any prizes
The only thing changed in obj_dm file was the timer to '25' and saved as forest.scr.
Script:
// Custom objective Bobby's Forest
// ARCHITECTURE: Bobby
// SCRIPTING: Bobby
main:
setcvar "g_obj_alliedtext1" "Destroy the Radio"
setcvar "g_obj_alliedtext2" "building"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Defend the Radio"
setcvar "g_obj_axistext2" "building"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "bobby_forest"
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
//***Ambient sounds
level.script = maps/obj/bobby_forest_obj.scr
exec global/ambient.scr bobby_forest_obj
//***Initializes the exploder subsystem
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 = 2048
// set the parameters for round based match
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 // Comment out this line using '//' before it to be able to set the bomb when alone on the map ( just for testing )
$radio_bomb thread global/forest.scr::bomb_thinker // "radio_bomb" is the targetname set on the bomb in MOHRadiant
thread allies_win_bomb
$radio_bomb thread axis_win_timer
end
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end[/img]
ok
Well, you didn't tell me the map was not Mohaa. For Spearhead and Breakthrough, you will have to use the obj_dm.scr script form one of those global folders to make your version of it--they are slightly different.
