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bombing plane problem (where's the explosion?)
Posted: Tue Aug 17, 2004 4:00 pm
by GARRAPIGNADO
Hi all.
I'm making a bombing plane. It flies good, it throws the bomb good, it impacts good.
But, the explosion doesn't happen. I have the exploderfire, the exploderchunk and the explodersmashed. The first spline_path of the bomb has a setthread bomb1, and bomb1 has a
exec global/exploder.scr::explode 1 (where 1 is the set of all the flying-bombing process).
The first bomb spline_path has a targetname bomber.
I'm doing something wrong?
Thanks all!!!

Posted: Tue Aug 17, 2004 5:44 pm
by lizardkid
i may be waay off but i think you need to call the exploder.scr separetely, bomber.scr doesnt support it i dont think. so like put a trigger around the exploding area where the bomb will hit or time it jsut right fro mthe time it leaves the plane to the time it hits the ground and do an exploder.scr on it.

Posted: Wed Aug 18, 2004 11:51 am
by GARRAPIGNADO
I have used the Trude's test_bomber map. There is a setthread kaboom in the first node of the bomb. I have followed the steps, but that kaboom, doesn't works:
kaboom
exec global/exploder: bomb 1 (1 is the #set)
end
Posted: Wed Aug 18, 2004 5:09 pm
by lizardkid
hmm, i've never used tltrudes test maps for anything but entertainment personally so i wont be able to help you on that, but maybe for some reason the setthread isnt triggering, try making a small trigger_multiple around that node and have the same setthread.

Posted: Wed Aug 18, 2004 5:26 pm
by GARRAPIGNADO
Ok, I'll try it, but, Trigger multiple doesn't triggers when the player touches?
Posted: Wed Aug 18, 2004 6:06 pm
by GARRAPIGNADO
Sorry, but trigger_multiple doesn't work.
However, I found an error. The first spline_path of the bomb has a setthread kaboom (I tried also with $setthread), and I included an iprintln in that thread, but it doesn't show.
Another problem (I don't know if there's connected): my bomb starts falling a few secons after the plane goes over the first bomb spline_path.
Thanks you all!

Posted: Wed Aug 18, 2004 6:24 pm
by GARRAPIGNADO
Ok, guys, I'm found that the problem resides in the bomb.
I removed the bomb, and in the script, wrote a thread kaboom. The explosion goes well!!
So, how must I do the bomb?
1.- Put some info_splinepath with the model ammo/us_bomb.tik and link them. They must to have the same #set than the plane.
2.- the first node has to have a targetname bomber and a $mdl ammo/us_bomb.tik.
That's all? Something else?
My "explode" brushes have a #set different of the plane and bomb. I've tried with the same #set, but didn't work.
Some idea??
Thanks all!
If it doesn't work, I'll made it to explode using "wait" orders calculating the falling bomb time, jejejejeje.

Posted: Wed Aug 18, 2004 6:35 pm
by tltrude
kaboom
exec global/exploder.scr::explode 1 (1 is the #set)
end
That word at the end "explode" is a thread in the exploder script. There is a space, then "1" and that passes the #set number to the exploder script's "explode" thread.
In the first spline path node of the bomb path, it should have this key/value.
Key: setthread
Value: kaboom
The thread will automattically run when the bomb gets to the last spline path node of the bomb path. Try to make your bomb path curve like mine.
Hope that helps!