Stupid Artillery
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Lone_Rebel
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Stupid Artillery
Hey guys Im sure this is a nooby sounding problem, but I have some nebel werfers in my map, and people are complaining cause when they die they just disappear, and I cant for the life of me remember how to give them a destroyed model.....
It's not whether you win or lose... It is how many enemies you take down with you that counts.

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Master-Of-Fungus-Foo-D
- Muffin Man
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Lone_Rebel
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well unless i screwed up that IS what I did, lemme go back over it probably a typo...
It's not whether you win or lose... It is how many enemies you take down with you that counts.

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Lone_Rebel
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Okay, I checked and I had screwed up (forgot the exploder.scr in my script! duh!) but I still have a problem, now the destroyed model doesnt show up b4 the actual nebel werfer turret is destroyed, but it wont show up after either... could this have anything to do with the fact that its one of the usable nebelwerfers or something?
It's not whether you win or lose... It is how many enemies you take down with you that counts.

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Lone_Rebel
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theyre both #set 2
It's not whether you win or lose... It is how many enemies you take down with you that counts.

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Master-Of-Fungus-Foo-D
- Muffin Man
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Lone_Rebel
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yes, I already had it, the useable nebelwerfer is Targetname/exploder
and the destroyed model is targetname/explodersmashed
and the destroyed model is targetname/explodersmashed
It's not whether you win or lose... It is how many enemies you take down with you that counts.

Lone's MOH Maps

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Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
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Lone_Rebel
- Sergeant
- Posts: 72
- Joined: Sat Jul 05, 2003 11:39 pm
- Location: USA
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Its not nebelwerfers to blow up, its ones you use that i dont want to just disappear when they die.... the map is an obj but the nebels have nothing to do with the obj
It's not whether you win or lose... It is how many enemies you take down with you that counts.

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hide
You don't have to use the exploder script to do it. If the trigger has a setthread, you can use hide and show for the models. You would hide the smashed model in prespawn.
$mything hide
And then show it when the the time is right.
$mything show.
That is the same thing the exploder script does.
$mything hide
And then show it when the the time is right.
$mything show.
That is the same thing the exploder script does.


