Cobra,
is there a public mod i can add to D village to have bombs land in the craters every so often m8 ?
info: just bombs ie: like morter fire not with planes.
thanx.
dont suppose it matters now after being called lame for using a sniper on omaha and getting kicked. oh well ur server m8.
cya
I displayed enough warnings on the screen that peeps were going to get kicked - you were the last - nothing personal - you had plenty of time to change weapon.
I didnt call you lame, i said its lame how the axis snipers just pick off the allies as they queue to get a plane. ( we made this map for Aircraft use - both sides were advised to change weapon umpteen times) - and it isnt my server, i admin it for Vic, should you feel im not doing it correctly feel free to put a complaint to Vic.
Anyway...
The random explosions are done like this .....(these are the ones i use on destroyed village)...
level waittill spawn
//------------------------> (Cobras Random Explosions in the craters)
//coords and random times
thread random_explosions ( 5 634 -32 ) 10,80
thread random_explosions ( -3006 559 -52 ) 20,90
thread random_explosions ( -2535 1058 -59 ) 30,100
thread random_explosions ( -970 1087 -79 ) 40,110
thread random_explosions ( 47 -975 -83 ) 50,120
thread random_explosions ( -444 -2028 -83 ) 60,130
thread random_explosions ( -959 -2994 -83 ) 70,140
end
//-----------------> (Cobras Random Artillery bit)
random_explosions local.location local.wait1 local.wait2:
wait (randomfloat local.wait1 + local.wait2)
local.hurt = spawn script_origin
local.hurt.origin = local.location + ( 0 0 64 ) // raise it up 4 feet
local.explosion = spawn script_model
local.explosion model models/animate/fx_mortar_dirt.tik
local.explosion.origin = local.location + ( 0 0 -16 )
local.hurt playsound leadinmp
wait 1
local.explosion anim start // has it own sound
radiusdamage local.hurt 256 384
wait 4
local.explosion remove
local.hurt remove
wait 25
thread random_explosions local.location local.wait1 local.wait2
end
Hope that helps
Cobra
ps..
you may want to disable Destroyed Villages own random mortars as theyre crap and use this one.
ok thanx cobra i honestly didnt see it, as i dont usually take to much notice, my mistake.
anf thanx for the sfx
Anytime
how does one let to know the place or that must explode? not X Y Z
thx
Edit these for where you want the explosions...
thread random_explosions ( 5 634 -32 ) 10,80
These are your coords (5 634 -32) and these are the random times 10,80
So in console get the coords for where you want the explosion and edit the coords in these explosions.
which is the order in the console to know the axis?
I have to try to add his D-village but its does not work why?
Well if youve played the game you know the axis areas where they spawn, so just take the coords where you want the explosion to hit.
Can you post your script so we can see why?
how one lets to know the axes finally it must y have an order?
// DESTROYED VILLAGE
// ARCHITECTURE: NED
// SCRIPTING: NED
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Destroyed Village"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm2"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/mohdm2.scr
exec global/ambient.scr mohdm2
level waittill spawn
end
level waittill spawn
thread plane
thread lift
iprintln "MAP MODIFIED BY Unreal_DeMON"
iprintln "www.unrealmod.leveledit.com"
local.train1 = spawn script_model
local.train1 model "vehicles/bp44train.tik"
local.train1.origin = ( 1433 -1136 -590 )
local.train1.angles = ( 0 179 0 )
local.train1 nodamage
// DERAILED
local.train2 = spawn script_model
local.train2 model "vehicles/bp44train.tik"
local.train2.origin = ( 300 -1255 -490 )
local.train2.angles = ( 0 179 90 )
local.train2 nodamage
local.smoke = spawn script_model
local.smoke model "emitters/fireandsmoke.tik"
local.smoke.origin = ( 200 -1150 -400 )
local.smoke.angles = ( 0 0 0 )
local.smoke = spawn script_model
local.smoke model "emitters/fireandsmoke.tik"
local.smoke.origin = ( 500 -1150 -490 )
local.smoke.angles = ( 0 0 0 )
//-------------------------------------------------------------
level waittill spawn
//------------------------> (Cobras Random Explosions in the craters)
//coords and random times
thread random_explosions ( 5 634 -32 ) 10,80
thread random_explosions ( -3006 559 -52 ) 20,90
thread random_explosions ( -2535 1058 -59 ) 30,100
thread random_explosions ( -970 1087 -79 ) 40,110
thread random_explosions ( 47 -975 -83 ) 50,120
thread random_explosions ( -444 -2028 -83 ) 60,130
thread random_explosions ( -959 -2994 -83 ) 70,140
end
//-----------------> (Cobras Random Artillery bit)
random_explosions local.location local.wait1 local.wait2:
wait (randomfloat local.wait1 + local.wait2)
local.hurt = spawn script_origin
local.hurt.origin = local.location + ( 0 0 64 ) // raise it up 4 feet
local.explosion = spawn script_model
local.explosion model models/animate/fx_mortar_dirt.tik
local.explosion.origin = local.location + ( 0 0 -16 )
local.hurt playsound leadinmp
wait 1
local.explosion anim start // has it own sound
radiusdamage local.hurt 256 384
wait 4
local.explosion remove
local.hurt remove
wait 25
thread random_explosions local.location local.wait1 local.wait2
end
level waittill spawn
end
level waittill spawn
level waittill spawn
Well that bit doesnt look right, you have it in three times, your also mixing Unreal Demons things with it which arent referenced here.
Try one at a time then start adding things when you know its working
I understood! I read the file and I understood how the mettre.thx!!!!
// DESTROYED VILLAGE
// ARCHITECTURE: NED
// SCRIPTING: NED
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Destroyed Village"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm2"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/mohdm2.scr
exec global/ambient.scr mohdm2
level waittill spawn
//------------------------> (Cobras Random Explosions in the craters)
//coords and random times
thread random_explosions ( 5 634 -32 ) 10,80
thread random_explosions ( -3006 559 -52 ) 20,90
thread random_explosions ( -2535 1058 -59 ) 30,100
thread random_explosions ( -970 1087 -79 ) 40,110
thread random_explosions ( 47 -975 -83 ) 50,120
thread random_explosions ( -444 -2028 -83 ) 60,130
thread random_explosions ( -959 -2994 -83 ) 70,140
end
//-----------------> (Cobras Random Artillery bit)
random_explosions local.location local.wait1 local.wait2:
wait (randomfloat local.wait1 + local.wait2)
local.hurt = spawn script_origin
local.hurt.origin = local.location + ( 0 0 64 ) // raise it up 4 feet
local.explosion = spawn script_model
local.explosion model models/animate/fx_mortar_dirt.tik
local.explosion.origin = local.location + ( 0 0 -16 )
local.hurt playsound leadinmp
wait 1
local.explosion anim start // has it own sound
radiusdamage local.hurt 256 384
wait 4
local.explosion remove
local.hurt remove
wait 25
thread random_explosions local.location local.wait1 local.wait2
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
hello all
why the bombardments does not function?
// THE HUNT
// ARCHITECTURE: NED/STEVE
// SCRIPTING: NED and lots of help from ZIED
main:
setcvar "g_obj_alliedtext1" "- Find and destroy"
setcvar "g_obj_alliedtext2" "the Flak 88 cannon"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "- Defend the Flak 88"
setcvar "g_obj_axistext2" "cannon"
setcvar "g_obj_axistext3" " "
setcvar "g_scoreboardpic" "objdm1"
//////////////////////////
level waittill prespawn
//////////////////////////
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/obj/obj_team1.scr
exec global/ambient.scr obj_team1
fix:
local.panzer = spawn models/vehicles/panzer_tank_europe.tik
local.panzer.origin = ( 962.41 -1154.70 -400.12 )
local.panzer.angle = 300
local.panzer solid
local.panzer immune bullet
local.panzer immune fast_bullet
local.panzer immune bash
local.panzer immune mg
local.panzer immune explosion
local.panzer nodamage
end
//////////////////////////
level waittill spawn
//////////////////////////
level.defusing_team = "axis"
level.planting_team = "allies"
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
//------------------------> (Cobras Random Explosions in the craters)
//coords and random times
thread random_explosions ( 2066.69 3620.12 -323.11 ) 10.80
thread random_explosions ( 2408.76 3806.07 -323.11 ) 11.80
thread random_explosions ( 2673.15 3591.22 -323.11 ) 12.80
thread random_explosions ( 3064.78 3807.18 -323.11 ) 13.80
thread random_explosions ( 3426.16 3588.14 -323.11 ) 14.80
thread random_explosions ( 3780.39 3798.68 -323.11 ) 15.80
thread random_explosions ( 4100.84 3571.22 -323.11 ) 16.80
thread random_explosions ( 4437.62 3696.21 -323.11 ) 17.80
thread random_explosions ( 4560.44 3314.60 -323.11 ) 18.80
thread random_explosions ( 4951.02 2744.93 -323.11 ) 19.80
thread random_explosions ( 5350.83 3367.20 -153.99 ) 24.80
thread random_explosions ( 4357.60 2720.08 -153.99 ) 26.80
thread random_explosions ( 4929.83 1588.79 -425.15 ) 29.80
thread random_explosions ( 3398.84 1163.83 -109.61 ) 31.80
end
//-----------------> (Cobras Random Artillery bit)
random_explosions local.location local.wait1 local.wait2:
wait (randomfloat local.wait1 + local.wait2)
local.hurt = spawn script_origin
local.hurt.origin = local.location + ( 0 0 64 ) // raise it up 4 feet
local.explosion = spawn script_model
local.explosion model models/animate/fx_mortar_dirt.tik
local.explosion.origin = local.location + ( 0 0 -16 )
local.hurt playsound leadinmp
wait 1
local.explosion anim start // has it own sound
radiusdamage local.hurt 256 384
wait 4
local.explosion remove
local.hurt remove
wait 25
thread random_explosions local.location local.wait1 local.wait2
end
//////////////////////////
level waittill roundstart
//////////////////////////
//***********************************************
// bomb planting setup
//***********************************************
$flak88_weapon1_trigger thread flak88_random_setup $flak88_weapon1_explosive $flak88_weapon1 $flak88_target1 $flak88_base1 4
$flak88_weapon1_explosive thread global/obj_dm.scr::bomb_thinker
thread allies_win_thread $flak88_weapon1_explosive
$flak88_weapon1_explosive thread axis_win_timer
/////////////////////////////////////
///// objectives
// waitthread global/objectives.scr::reset_objectives
// waitthread global/objectives.scr::blank_objectives
// waitthread global/objectives.scr::add_objectives 1 2 "Find and destroy the Flak88" //$flak88_weapon1_trigger.origin
// wait 2
// waitthread global/objectives.scr::current_objectives 1
end
//*** --------------------------------------------
almost_there1:
//called by BSP
local.player = parm.other
if ( (local.player.dmteam != "allies") || (level.perimeter_breached == 1) )
end
iprintlnbold "The Allies have breached the perimeter!"
level.perimeter_breached = 1
end
//*** --------------------------------------------
allies_win_thread local.bomb1:
while (local.bomb1.exploded != 1)
wait .1
teamwin allies
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
//*** --------------------------------------------
flak88_random_setup local.explosive local.weapon local.point_at local.base local.number_of_locations:
local.location = ((randomint (local.number_of_locations)) + 1)
local.trigger_offset = self.origin - local.base.origin
local.weapon_offset = local.weapon.origin - local.base.origin
local.explosive_offset = local.explosive.origin - local.base.origin
local.point_at_offset = local.point_at.origin - local.base.origin
local.location = $("flak88_location" + local.location)
local.base.origin = local.location.origin
self.origin = local.trigger_offset + local.base.origin
local.weapon.origin = local.weapon_offset + local.base.origin
local.explosive.origin = local.explosive_offset + local.base.origin
local.point_at.origin = local.point_at_offset + local.base.origin
local.weapon setaimtarget local.point_at
end
//***********************************************
// first thread... controls allies using the trigger
//***********************************************
flak88_set_explosive_thinker local.bomb local.weapon:
local.bomb model items/pulse_explosive.tik
while (1)
{
println "waittill trigger " self
self waittill trigger
local.player = parm.other
//"local.player.dmteam", can be 'spectator', 'freeforall', 'allies' or 'axis'
if (local.player.dmteam !="allies")
{
goto flak88_set_explosive_thinker local.bomb local.weapon
println "failed dmteam check" local.player.dmteam
}
local.counter = 0
//add check for allies vs nazi
while ( (Isalive local.player) && (local.player cansee local.bomb level.bombusefov level.bomb_use_distance) && (local.player.useheld == 1) )
{
local.counter++
if ((local.counter % 5) == 0)
{
level.subtitleX = 100
level.subtitleY = 50
locprint level.subtitleX level.subtitleY("set "+ local.counter)
}
wait .1
if (local.counter >= level.bomb_set_time)
{
thread wait_for_axis local.bomb local.weapon
thread waittill_explode local.bomb local.weapon
local.bomb.live = 1
end
}
}
println "usetrigger but failed check"
if ! (local.bomb cansee local.player level.bombusefov level.bomb_use_distance)
println "failed cansee check"
if ! (local.player.useheld == 1)
println "failed useheld check" local.player.useheld
}
end
//***********************************************
// second thread... controls axis using the trigger
//***********************************************
wait_for_axis local.bomb local.weapon:
while (1)
{
self waittill trigger
local.player = parm.other
//"local.player.dmteam", can be 'spectator', 'freeforall', 'allies' or 'axis'
//add check for nazi
if (local.player.dmteam !="axis")
{ println "failed dmteam check" local.player.dmteam
goto wait_for_axis local.bomb local.weapon
}
local.counter = 0
while ( (Isalive local.player) && (local.player cansee local.bomb level.bombusefov level.bomb_use_distance) && (local.player.useheld == 1) )
{
local.counter++
if ((local.counter % 5) == 0)
{
level.subtitleX = 100
level.subtitleY = 70
locprint level.subtitleX level.subtitleY ("defuse "+local.counter)
}
wait .1
if (local.counter >= level.bomb_defuse_time)
{
thread flak88_set_explosive_thinker local.bomb local.weapon //start first thread again
local.bomb.live = 0
end
}
}
}
end
//***********************************************
// third thread... times the bomb and makes it explode at the right time
//***********************************************
waittill_explode local.bomb local.weapon:
local.bomb model items/explosive.tik
local.bomb playsound plantbomb
self loopsound bombtick
local.start_time = level.time
while (level.time < (local.start_time + level.bomb_tick_time))
{
wait .1
if (local.bomb.live != 1)
{
self stoploopsound
end
}
}
self stoploopsound
thread explode local.bomb local.weapon
self remove
end
//***********************************************
// fourth thread... controls the explosion
//***********************************************
explode local.bomb local.weapon:
///// shake the players view
thread jitter_large 0
local.temp = spawn script_model
local.temp.origin = self.origin
local.temp model "fx/fx_flak88_explosion.tik"
local.temp anim start
local.temp playsound explode_aagun
local.weapon model models/statweapons/flak88_d.tik
//origin damage radius constant damage or not
radiusdamage local.bomb.origin level.bomb_damage level.bomb_explosion_radius
local.bomb hide
teamwin allies
end
//******************************
// jitter large effect
// jitter_large [delay]
//******************************
jitter_large local.time:
if (local.time)
wait local.time
waitexec global/earthquake.scr .35 10 0 0
waitexec global/earthquake.scr .23 6 0 0
waitexec global/earthquake.scr 1 1 0 0
waitexec global/earthquake.scr 1.25 .3 0 1
i cant work out all the start of the threads and what the variables are but the reason it doesnt work i think is because they are not being threaded form the prespawn part.
it looks like something cobra knows about he will be able to help alot more.
i try sorry. he will be back tomrrow. , he has work atm:(
thx elgan loll it's not a prob I am patient ^^! I still have another problem
// THE HUNT
// ARCHITECTURE: NED/STEVE
// SCRIPTING: NED and lots of help from ZIED
main:
setcvar "g_obj_alliedtext1" "- Find and destroy"
setcvar "g_obj_alliedtext2" "the Flak 88 cannon"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "- Defend the Flak 88"
setcvar "g_obj_axistext2" "cannon"
setcvar "g_obj_axistext3" " "
setcvar "g_scoreboardpic" "objdm1"
//////////////////////////
level waittill prespawn
//////////////////////////
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/obj/obj_team1.scr
exec global/ambient.scr obj_team1
fix:
local.panzer = spawn models/vehicles/panzer_tank_europe.tik
local.panzer.origin = ( 962.41 -1154.70 -400.12 )
local.panzer.angle = 300
local.panzer solid
local.panzer immune bullet
local.panzer immune fast_bullet
local.panzer immune bash
local.panzer immune mg
local.panzer immune explosion
local.panzer nodamage
end
fix:
local.static = spawn "statweapons/mg42_gun.tik" "targetname" "mg42b"
local.static.origin = ( 2516.79 -372.73 -248.36 )
local.static.angles = ( 0 180 0)
local.static yawCenter 180
local.static maxyawoffset 60
pitchCaps( 30 30 10 )
local.static solid
local.static firetype bullet
local.mg42B = spawn script_model
local.mg42B model "statweapons/mg42_bipod.tik"
local.mg42B.origin = ( 2516.79 -372.73 -248.36 )
local.mg42B.angles = ( 0 180 0)
local.mg42B solid
end
//////////////////////////
level waittill spawn
//////////////////////////
it's not work!! i'm noob :'(
Cobra,
Hey m8 I'm still pluging away at a few projects. thanks for what you've taught me so far. I finally got the bugs worked out on the hunt map mod I was working on. My question today is, I had just have a conversation with a team member and I mentioned how cool it would be to use them craters for explosions. Then I stumble on to this script. Way cool! I can't hardle wait. I'm not quite sure what to do with the script. Do I need to download my pack?? from main server modify that script with new one you have posted. Then upload back to server and restart. Or is there a simple pk.3 way? I also am haveing troube getting stallengrade transport mod going. I have removed the 2 and tried a few different amounts of zzz's I think it is conflicting with something else. One more question if I may? I quess two more. First should I be makeing different posts for these questions? and 2nd with AlienX rain on Destroyed Village I got rain to work but it has stopped my tanks/dogs/planes from Battleside mod I always run. Any suggestions? Maybe a stupid question but can all the mods a person wants to run after testing and enjoying them be mixed in to one big mod so thay can all run together in perfect sync?
Thank Fellas for all your knowledge
Mike
AKA.....{B*OF*B}_GEN.Rooster.ChiefAdmin
205.234.179.19