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Bangalors
Posted: Wed Jul 07, 2004 6:13 am
by Wheat
I wanted to blow up some barbwire with a bangalor just like on omaha. I decompiled omaha but could not get the trigger to work. The bangalor does not flash red. I could not find any tuts on this, but if you know of one could post a link?
Posted: Wed Jul 07, 2004 6:50 am
by Random
http://map.moh-central.net/t.php?id=29
There is a good tut here at .map on blowing things up. You may need to alter some of the level scripting to fit your needs but i believe most of the basics should be in there. If you are still having issues after using the tut let us know.
Thanks
Random
Posted: Wed Jul 07, 2004 6:51 am
by bdbodger
Well I don't know of any tut's but I can give you an off the top of my head tut .
1. make a script_model and use either the models/animate/bangalore_pulsateing.tik or the models/animate/bangalore_pulsateing_ghosting.tik I recomend the models/animate/bangalore_pulsateing.tik the other one is for a suggested place to put it because it is transparent . Give it a targetname of lets say bangalore_1
2. make a script_model models/animate/bangalore.tik . Give it a targetname of bangalore_2
3. make a script_model model models/animate/barbwire_long.tik or models/animate/barbwire_tetra_post.tik . Targetname barb1
4. make a trigger_use give it a targetname of bang_trigger and give it a key of setthread and a value of bangalore_explode
5. make a animate/fx_mortar_higgins.tik targetname bangalore_exp
After you do that put the bangalores , the barbwire and the trigger where you want them to be and below the main thread after the word end put this thread like so .
main:
$bangalore_2 hide // we will show it when the bomb is set
....
....
end
bangalore_explode:
$bangalore_2 show // now we show the non pulsating bangalore
$bangalore_1 remove // remove the pulsateing one
$bangalore_2 playsound plantbomb1 // add a bomb planting sound
wait 8 // time to get away from the explosion
$bangalore_exp anim start // do the effect
$barb1 explode 500 // or use radiusdamage $barb1.origin 640 384 to do damage
$barb1 remove // remove the barbwire
wait 2 // wait a couple of seconds for the explosion to stop
$bangalore_exp remove // remove the explosion model
end
Thats about it you may want to add some sounds to it if you think you need them .
Posted: Wed Jul 07, 2004 11:15 pm
by Wheat
Thanks for the help Dodger, but I
just got off work and tried this out with no luck. There is one thing i was confused about, maybe two.
"make a script_model and use either the models/animate/bangalore_pulsateing.tik"
I tried this and am i actually supose to see the bangalore or does it remaing a little blue box? Because I just get this little blue box.
"make a script_model models/animate/bangalore.tik "
This was no problem, i got the actual bangalore. And that blue box that I got from the above step was placed on this bangaolore.
Last, on the trigger you said, "make a trigger_use give it a targetname of bang_trigger and give it a key of setthread"
Is "setthread" entered as one word like that?
Same thing happened before, I jsut get the solid bangalore in the actualy map, it does not flash.
Posted: Thu Jul 08, 2004 5:59 am
by Wheat
Wow, i'm an idiot! Can't say what I did wrong cause its embarrasing. I still can not get it to work though I did get a lot closer. The bagalore flashes now, but one, I can't plant it, and two, it seems to be a bit dark. Almost like the there is the flashing bagalore, and the regular bagalore at the same time.
Posted: Thu Jul 08, 2004 6:06 am
by Wheat
Wow, i'm an idiot! Can't say what I did wrong cause its embarrasing. I still can not get it to work though I did get a lot closer. The bagalore flashes now, but one, I can't plant it, and two, it seems to be a bit dark. Almost like the there is the flashing bagalore, and the regular bagalore at the same time.
Posted: Thu Jul 08, 2004 8:04 am
by bdbodger
If you can see both you probably either didn't hide the normal one like I said in the tut or you didn't give it a targetname and use that targetname to hide it
This hides the normal bangalore until we need to show it .
main:
$bangalore_2 hide // we will show it when the bomb is set
....
....
end
As for the blue box when you made the script_model did you give it the key: model and value: animate/bangalore_pulsateing.tik ? You don't make a bangalore you make a script_model and as soon as you give it the model value it will look like that model not a blue box anymore
and do the same for all the other script_models
also for the trigger use , key: setthread ( one word ) Value: bangalore_explode
What that does is when the trigger is triggered it will run that thread the one called bangalore_explode
if you are useing my example tut use the same targetnames for example the pulstateing bangalore script_model give it the targetname bangalore_1
In Mohradiant use these keys and values make a script_model and press N to bring up the entity window
//--------------------------
// script_model
//--------------------------
key: targetname
value: bangalore_1
key: model
value : animate/bangalore_pulsateing.tik
//--------------------------
// script_model
//--------------------------
key : targetname
value: bangalore_2
key : model
value : animate/bangalore.tik
etc etc
Posted: Fri Jul 09, 2004 10:40 pm
by Wheat
Thanks for the help dodger, I have it working now. Thanks to you and tltrude.