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Messages - alucard12016

#1
MOHAA Series: General / D village, sfx
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 :'(
#2
MOHAA Series: General / D village, sfx
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

   
#3
MOHAA Series: General / D village, sfx
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
#4
MOHAA Series: General / D village, sfx
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
#5
MOHAA Series: General / D village, sfx
June 19, 2004, 11:28:23 AM
I have to try to add his D-village but its does not work why?
#6
MOHAA Series: General / D village, sfx
June 19, 2004, 09:31:30 AM
which is the order in the console to know the axis?
#7
MOHAA Series: General / D village, sfx
June 18, 2004, 06:56:32 PM
how does one let to know the place or that must explode? not X Y Z

   thx
#8
MOHAA Series: General / My Omaha Mod
June 18, 2004, 06:53:39 PM
I have hate that that left!! I will supervise its of near!!!!!!!