MOH Central

Medal of Honor Series Forum => MOHAA Series: General => Topic started by: GG panzer on June 13, 2004, 09:04:37 AM

Title: D village, sfx
Post by: GG panzer on June 13, 2004, 09:04:37 AM
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.
Title: D village, sfx
Post by: GG panzer on June 13, 2004, 10:14:02 AM
dont suppose it matters now after being called lame for using a sniper on omaha and getting kicked. oh well ur server m8.

   

   cya
Title: D village, sfx
Post by: Cobra {sfx} on June 13, 2004, 12:26:53 PM
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.
Title: D village, sfx
Post by: GG panzer on June 13, 2004, 05:32:14 PM
ok thanx cobra i honestly didnt see it, as i dont usually take to much notice, my mistake.

   

   anf thanx for the sfx
Title: D village, sfx
Post by: Cobra {sfx} on June 16, 2004, 01:37:12 AM
Anytime :)
Title: D village, sfx
Post by: alucard12016 on June 18, 2004, 06:56:32 PM
how does one let to know the place or that must explode? not X Y Z

   thx
Title: D village, sfx
Post by: Cobra {sfx} on June 19, 2004, 12:32:35 AM
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.
Title: D village, sfx
Post by: alucard12016 on June 19, 2004, 09:31:30 AM
which is the order in the console to know the axis?
Title: D village, sfx
Post by: alucard12016 on June 19, 2004, 11:28:23 AM
I have to try to add his D-village but its does not work why?
Title: D village, sfx
Post by: Cobra {sfx} on June 20, 2004, 01:19:19 PM
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?
Title: D village, sfx
Post by: alucard12016 on June 20, 2004, 03:44:20 PM
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
Title: D village, sfx
Post by: Cobra {sfx} on June 21, 2004, 12:11:18 AM
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
Title: D village, sfx
Post by: alucard12016 on June 21, 2004, 09:27:57 AM
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
Title: D village, sfx
Post by: Cobra {sfx} on June 21, 2004, 12:58:54 PM
:)
Title: D village, sfx
Post by: alucard12016 on June 30, 2004, 12:07:41 PM
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

   
Title: D village, sfx
Post by: Elgan {sfx} on June 30, 2004, 03:26:44 PM
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:(
Title: D village, sfx
Post by: alucard12016 on June 30, 2004, 03:41:05 PM
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 :'(
Title: D village, sfx
Post by: {B*OF*B}_TheRooster on April 08, 2005, 04:39:47 PM
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