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mortar-water explosion not working

Posted: Sun Aug 22, 2004 12:37 pm
by merlin
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???

Posted: Sun Aug 22, 2004 12:58 pm
by Master-Of-Fungus-Foo-D
did you forget to give the explosion the targetname of exploderfire or #set 2?

Posted: Sun Aug 22, 2004 1:00 pm
by merlin
no the exploder and other bits are all #set 2,if thats what you mean
and the exploderfire is ok too!

Posted: Sun Aug 22, 2004 1:02 pm
by Master-Of-Fungus-Foo-D
:-/ hmm the extent of my knowledge end there lol!

wait! i just got an idea. Turn the exploderfire on manually. i think that would work...

Posted: Sun Aug 22, 2004 1:03 pm
by merlin
how fo i turn it on manually?and thanks for the super quick reply!

Posted: Sun Aug 22, 2004 1:06 pm
by Master-Of-Fungus-Foo-D
I know! what fast responses lol.

oh wait! the exploderfire targetname doesnt need a $ sign.
lol that most likely the problem. Take off the $ from the targetname and everything should work fine.it should be (key/value) targetname/exploderfire

Posted: Sun Aug 22, 2004 1:14 pm
by merlin
WOOHOO! it works thank you oh young one may your hair never thin out and your gut never expand beyond control!

Posted: Sun Aug 22, 2004 1:15 pm
by Master-Of-Fungus-Foo-D
no problem.... Always here to help. Plus u r right. I am younger than u...

Posted: Sun Aug 22, 2004 4:19 pm
by lizardkid
er, this is weird. ALL my exploders have the entity operator. everytime i make a key of targetname i always do it exactly liek this

$targetname - whatever

i've never had a problem with it :?

maybe i have a freak MOHAA and it accepts stuff liek this but i've never heard of having an un-interchangeable $targetname and targetname keys.

Posted: Mon Aug 23, 2004 5:35 pm
by Master-Of-Fungus-Foo-D
hmm....