Quote:
Originally Posted by Gonzo
use a pm next time
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LOL I decided to write this since Im taking the time to explain it I might as
well tell everyone else.
I dunno about random artillery fire and im assuming this is for aa because if its for sh there is already a way of doin that.
Well not that i have ever tried this before but u could try this and see if it
works because it worked for me and it looks pretty good.
For this youll have to make your own trees because you cant make tree models scripted objects. Ask you mapper to make his own trees using brushes, nodraw textures and masked textures of foliage. Tell him to take his time and make a nice looking tree for the map. {not like my stupid trees) After that has been done do this.
Plop down 2 tress. (we'll get to why 2 tress in a minute)
Highlight it. Rightclick make it a script> obj
Then with one of the trees highlighted hit N.
In the entity window make it:
key:
#set
value:
1 (use whatever number suits your map because i don't know what number sets u may have used)
key:
targetname
value:
exploder
Then make a brush in the overhead view and make it say a 8 or 12 sided brush. texture it with a bark texture that matches the tree bark. (You are making the
stump thats left over) Rightclick the stump when highlighted and make it a
script> obj
Fit the stump right inside the tree where the stump would be.
select the stump, hit N and in the entity window make it:
key:
#set
value:
1
key:
targetname
value:
explodersmashed
Now make a brush that is tall and thin and just comes out side of the trees neck all the way up. Right click it and make it trigger> multiple.
With the trigger brush selected hit N and make it:
key:
#set
value:
1
key:
targetname
value:
explodertrigger
key:
health
value:
50 (note: this is how much damage it can take just apply the value you want before the tree is destroyed)
Now in that entity box with the trigger mulitple make sure the box that says damage is checked.
Now rightclick on the map and put a fx> explosion> bombwall in the map right in the trunk of the tree. With it selected hit N and give it:
key:
#set
value:
1
key:
targetname
value:
exploderfire
key:
scale
value:
.5
Now that thats done go take a piss and come back.
K. Now take the second tree like i talked about earlier
Take each peice of the tree and do this.
Right click on the map and make script> origins all around the tree about 2 or 3 blocks away from the center of the tree for every peice you want to go flying off when its hit.
Now take each peice (chunk of projectile) one by one and do this.
With it highlighted make it scrpt> obj. Then hit when highlighted and:
key:
#set
value:
1
key:
targetname
value:
exploderchunk
Now the next part is very important so dont screwit up
Select the chunk u just made by holding down shift and select one of the script origins with it. While both selected hit ctrl + k Notice it links them both.
Its important that you dont by accident select anything else while doing that or it wont work and also the chunk needs to be selected first then the script origin. The script origin doesnt need any special keys values associated with it.
Now do this for each one of the chunks coming off the tree. (and if you clone it to try and cut short cuts im gonna slap you) mad:
[img]http://www.imageshack.us/files/tree_cobra3.jpg[/img]
You'll have to do this for every tree you make just change the #set number for each one. And dont clone!!!!!
Now add this line to your script
exec global/exploder.scr (after the word main
Dont make fun of my stupid trees either they took 1 min to make.
When its all done you should have this...
[img]http://www.imageshack.us/files/tree_cobra1.jpg[/img]
[img]http://www.imageshack.us/files/tree_cobra2.jpg[/img]
If you have any questions
pm me.
Join me next time when I show u how to make pigs fly in aa.
JK quickshot: