mortar-water explosion not working
Posted: Sun Aug 22, 2004 12:37 pm
Ok i have put down a mortar water explosion in my map so it will explode after my exploder is triiggered,but it will not work i get the explosion sound effect(a tank one)and the exploder dissapears but the mortar water effect does'nt work,can someone help me please!?
heres what i have got-
(in the map)i have right clicked on the 2d grid and selected animate,fx,mortar-water and then i have named it $targetname/exploderfire
#set/2
(in the script)is this-
main:
exec global/ai.scr
exec global/loadout.scr maps/test_neil.scr
exec global/ambient.scr test_neil
exec global/exploder.scr
local.master = spawn ScriptMaster
local.master aliascache snd_waterfall sound/amb/waterfall.mp3 soundparms 1.0 0.2 1.0 0.2 200 2000 auto loaded maps "obj dm"
level waittill prespawn
thread tanktop
$world farplane 2000
$world farplane_color (0.675 0.663 0.6)
level waittill spawn
fadein 2 0 0 0 1
wait 2
$player item weapons/thompsonsmg.tik
$player ammo smg 1000
level.script = "maps/test_neil.scr"
waitthread global/objectives.scr::add_objectives 1 2 "use plunger to blow up wall." $obj2.origin
thread obj2
end
obj2:
$plunger_trigger waittill trigger
$plunger2 movedown 20
$plunger2 move
wait .25
$exploder playsound explosive
$exploder playsound explode_tank
$exploder remove
thread global/exploder.scr::explode 2 // activates all #set 2 parts
waitexec global/earthquake.scr .3 1.5 0 0
waitexec global/earthquake.scr .35 .75 0 0
radiusdamage $hurtobject1 256 384
waitthread global/objectives.scr::add_objectives 1 3 "use plunger to blow up wall." $obj2.origin
wait 2
end
tanktop:
$tanktop rotatey 45
so to re-cap everything in the script works except the animated mortar-water explosion,what am i doing wrong???
heres what i have got-
(in the map)i have right clicked on the 2d grid and selected animate,fx,mortar-water and then i have named it $targetname/exploderfire
#set/2
(in the script)is this-
main:
exec global/ai.scr
exec global/loadout.scr maps/test_neil.scr
exec global/ambient.scr test_neil
exec global/exploder.scr
local.master = spawn ScriptMaster
local.master aliascache snd_waterfall sound/amb/waterfall.mp3 soundparms 1.0 0.2 1.0 0.2 200 2000 auto loaded maps "obj dm"
level waittill prespawn
thread tanktop
$world farplane 2000
$world farplane_color (0.675 0.663 0.6)
level waittill spawn
fadein 2 0 0 0 1
wait 2
$player item weapons/thompsonsmg.tik
$player ammo smg 1000
level.script = "maps/test_neil.scr"
waitthread global/objectives.scr::add_objectives 1 2 "use plunger to blow up wall." $obj2.origin
thread obj2
end
obj2:
$plunger_trigger waittill trigger
$plunger2 movedown 20
$plunger2 move
wait .25
$exploder playsound explosive
$exploder playsound explode_tank
$exploder remove
thread global/exploder.scr::explode 2 // activates all #set 2 parts
waitexec global/earthquake.scr .3 1.5 0 0
waitexec global/earthquake.scr .35 .75 0 0
radiusdamage $hurtobject1 256 384
waitthread global/objectives.scr::add_objectives 1 3 "use plunger to blow up wall." $obj2.origin
wait 2
end
tanktop:
$tanktop rotatey 45
so to re-cap everything in the script works except the animated mortar-water explosion,what am i doing wrong???