Omaha Beach Extended

Started by StatiKShocK, December 11, 2004, 11:22:19 PM

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StatiKShocK

just wondering if someone already had done extending the minefield on omaha beach, so allies can run up through the side of the hill, but with the minefield not too far that you can see the edges of the map.

   

   i had tried it my way of spawning mines individually, but it sucks, and causes lag, but most impoartantly i spawned almost 300 mines, but im half way finished, LOL..  i believe, there's a way to set a boundary on a larger area faster.

   

   i wanted it larger, so i can set many more objectives, like destroy the MG 42's on the side of the bunkers, destroy the V2 located also on the side of the bunkers, etc.

   

   please help, thank you.

Elgan {sfx}

instead of spawening mins why not spawn big triggers that just kill?

Cobra {sfx}

Spawn a trigger and give it a good setsize and targetname it "minefield"

   have the trigger exec the minefield.scr in global
Sleep? What is that?

StatiKShocK

i know that you can set a trigger somehow, by length, and not by circular diameter. any idea how to conduct that?

   

   but if i exec global minefield.scr on the script, it keeps the original minefield. HmMM

   

   so i have to take the minefield.scr out, and then create new triggers which gets me lost. HEHE

StatiKShocK

thread killtrigger

   

   killtrigger:

   local.but = spawn script_model

   local.but model "items/pulse_explosive.tik"

   local.but.origin = ( 0 0 0 )

   local.but.angles = ( 0 0 0 )

   local.but.scale = 1

   local.but notsolid

   

   local.trig = spawn trigger_use

   local.trig targetname killtrigger

   local.trig.origin = ( -1164 389 496 )

   local.trig setsize ( -20 -20 0 ) ( 20 20 80 )

   $killtrigger waittill trigger

   local.player = parm.other

   if (local.player.dmteam == "axis")

   {

       for(local.i=1;local.i <= $player.size ; local.i++)

       if($player[local.i].dmteam == allied)

         {$player[local.i] hurt 100}

   }

   else

   {

       for(local.i=1;local.i <= $player.size ; local.i++)

       if($player[local.i].dmteam == axis)

         {$player[local.i] hurt 100}

   }

   local.but remove

   $killtrigger remove

   thread killtrigger

   

   

   

   would this work?

StatiKShocK

OKAY, this is what i am using, so axis cant pass the trench, which dead elvis had helped me with a long time ago.

   

   i tried adding more triggers, but it doesnt work, and i cant seem to get it to work for both allies and axis, it only works for axis. please help adding more triggers, and have it work for allies too.. thank you sfx.

   

   spawntrigger local.killme:

      local.trig = spawn trigger_multiple

      local.trig targetname hurt

      local.trig.origin = ( 670 -1595 -407)

      local.trig setsize ( -2500 -80 -100 ) ( 2500 40 150 )

      $hurt thread monitor_hurt_trigger

   end

   

   monitor_hurt_trigger:

   

      self waittill trigger

   

      // disable the trigger

      //self nottriggerable

   

      // find out who triggered it

      local.player = parm.other

   

      // hurt the player if he's axis and hes alive

      if (( local.player.dmteam == "axis" ) && ( isAlive local.player == 1 ) )

      {

         local.player hurt 100

         iprintln_noloc "CANT GO THERE DUDE"

         local.player stufftext "say I died because im a deserter"

         local.player playsound snd_dfr_m3l1_021h1 //snd_den_pain_generic27 //diegetofbeachsnd_dfr_m3l1_021h1

         wait 1

      }

   

      // re-enable

      //self triggerable

      goto monitor_hurt_trigger

   end

   

   // Stop the bunkerslide barbwire trick

   spawnbunkerslide local.location:

      local.trig = spawn trigger_multiple

      local.trig targetname spaz

      local.trig.origin = local.location

      local.trig setsize ( -1.00 -1.00 -1.00 ) ( 1.00 1.00 1.00 )

      $spaz thread monitor_spawnbunkerslide

   end

   

   monitor_spawnbunkerslide:

      self waittill trigger

   

      local.player = parm.other

   

      if ( isAlive local.player == 1 )

      {

         local.player hurt 40

         iprintln_noloc "3, 2, 1, Bunkerslider is Dead!"

         wait 1

      }

      goto monitor_spawnbunkerslide

   end

StatiKShocK

oh yeah, bunker slider dont work, any idea's?

   

   and is there anyone who can explain how and what this translate to.

   

   local.trig setsize ( -2500 -80 -100 ) ( 2500 40 150 )

   

   XYZ Coordinates?

   and what is the second number 2500 40 150

   

   blah.

Cobra {sfx}

StatiKShocK :
   i know that you can set a trigger somehow, by length, and not by circular diameter. any idea how to conduct that?

   

   but if i exec global minefield.scr on the script, it keeps the original minefield. HmMM

   

   so i have to take the minefield.scr out, and then create new triggers which gets me lost. HEHE

   

   

   Why not copy it to your desktop and rename it minefield2.scr and exec that by trig?

   

   

   The setsize... imagine a box, and here are its sides...( -10 -10 -10 ) = Left/ Back/ Bottom)  /  (10 10 10) =  Right/ Front/ Top.

   The numbers are units in the game, 16 units = 1 foot ingame

   

   

   Heres an example of the Opel Trucks setsize...

   setsize ( -65 -40 0 ) ( 65 40 120 )

   

   and the U-Boat...

   ( -2150 -212 0 ) ( 2150 212 750 )

   

   ...Compared to your ( -2500 -80 -100 ) ( 2500 40 150 ) = The kind of shape you need to put across the trenches, perhaps a bit longer ...( -3500 -80 -20 ) ( 3500 40 50 )

   

   So you can see how the setsize works :)

   

   

   Scripting forum post this btw ;)
Sleep? What is that?

StatiKShocK

how do we figure where front is?

   

   my guess, North side of the map?

blade2

HI guys i just started doin this ..i copyed the script above and scripted it into omaha...( put on new co-ordinates to move trigger a bit )....the thing is that the banalores dont work....is it the script or the co-ordinates that is stoppin them from workin. i changed it from local.trig.origin = ( 670 -1595 -407) to local.trig.origin = ( 709 -1844 -407)    Basically i just moved it forward..any1 any ideas

   

Cobra {sfx}

The bangalores will only work when there is at least 1 person on each team. If you are still having trouble i would check console for errors
Sleep? What is that?