MoH Maps, Mods & Skins Discuss custom maps, skins and mods here. |
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Senior Member
Posts: 156
Join Date: Jun 2002
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08-27-2003, 10:07 AM
okay, but what was the problem?
did the whole script bomb out? (you would know if this happend because the sound wouldn't work)
did you look in the console to see what it said the problem was?
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Senior Member
Posts: 1,609
Join Date: Mar 2003
Location: I'm a MASShole
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08-27-2003, 10:13 AM
nothing happened
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Senior Member
Posts: 156
Join Date: Jun 2002
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08-27-2003, 10:17 AM
something had to happen. it may not have worked, but then at least the console would have reported errors.
if you want, email me your script if you can't get it working. i could take a look at it
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Senior Member
Posts: 1,609
Join Date: Mar 2003
Location: I'm a MASShole
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08-27-2003, 10:19 AM
before we get into this anymore will the exposions kill players?? that's what i really want them to do
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Senior Member
Posts: 156
Join Date: Jun 2002
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08-27-2003, 10:24 AM
it will the same as a mine exploding, so yes it will.
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Senior Member
Posts: 1,609
Join Date: Mar 2003
Location: I'm a MASShole
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08-27-2003, 10:30 AM
sent you the .scr
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Senior Member
Posts: 156
Join Date: Jun 2002
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08-27-2003, 11:28 AM
i just emailed back the script. let me know how you make out
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Senior Member
Posts: 156
Join Date: Jun 2002
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08-28-2003, 08:06 AM
this script will work. i tested it. it may be too complicated, and i think emitters work much easier, but anyway here it is.
(you just put this thread in your map script. then add a line "thread randommine1" to the main section of the script. you can add as many of these as you like by incrementing the variable numbers and changing the coordinates. i.e. randommine# and $mine#)
randommine1:
local.waitformine = (randomint(45) + 10)
wait local.waitformine
spawn animate/fx_explosion_mine "targetname" "mine1"
$mine1.origin = ( -981 -2998 -63)
$mine1 anim start
if ($player == NULL)
local.dudes=0
else
local.dudes = $player.size
if (local.dudes > 0)
local.dude = exec global/makearray.scr $player
for (local.i=1;local.i<local.dudes+1;local.i++)
{
if (vector_length ($mine1.origin - local.dude[local.i].origin) < 300)
local.dude[local.i] exec global/bullethit.scr (0 -1 0) 800 50 1
}
wait 4
$mine1 remove
goto randommine1
end
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Senior Member
Posts: 1,609
Join Date: Mar 2003
Location: I'm a MASShole
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08-28-2003, 12:48 PM
thanx... again i'll give it a run and let you know how it turns out
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Senior Member
Posts: 156
Join Date: Jun 2002
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08-28-2003, 12:52 PM
if you didn't get my email yet, i sent you your script back updated with all 4 mines and this scripting code
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Senior Member
Posts: 1,609
Join Date: Mar 2003
Location: I'm a MASShole
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08-28-2003, 12:59 PM
they work!! woo hoo. I only see 3 of the 4 going off though, i'll check to see whick set of coords it is and see if i can spot the prob. I'll let ya know. Thanx again for the hlep bro
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Senior Member
Posts: 156
Join Date: Jun 2002
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08-28-2003, 01:08 PM
tip about coordinates:
if you are pretty sure your coordinates are correct but the spawns aren't working, try adding about 20 to the Z value.
usually when you get coordinates, you get them through the console from your own position. but the system takes them from your feet. so the system may be spawning your stuff right at ground level or a little below (especially if you were standing on unlevel ground when you got your coordinates).
so, how do the mines look?
oh note....you can change the radius of the mine. in the script, the value of 300 is used now (the one which measures vector length). you can change that.
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Senior Member
Posts: 1,609
Join Date: Mar 2003
Location: I'm a MASShole
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08-28-2003, 01:27 PM
they look great, i knew the coord were foot level. I'll poke around a bit. so if i made the 300 higher it's a bigger blast right?
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Senior Member
Posts: 156
Join Date: Jun 2002
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08-28-2003, 01:39 PM
yup
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Senior Member
Posts: 103
Join Date: Dec 2002
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08-28-2003, 03:22 PM
could u post the script bluebrooks? it would be much appreciated.
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