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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Scripting
Scripting and coding with Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: oneshot explosion
{UST}Hogan
General Member
Since: Aug 21, 2005
Posts: 238
Last: May 7, 2010
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Sunday, May. 3, 2009 01:39 am
I have _fx working in my map like snow,fire,etc but those are looping. how do I get a explosion to go off about every two or three minutes.[confused]
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoDWW Scripting
Posted: Sunday, May. 3, 2009 02:01 am
I can't get on TS tonight maybe tomorrow, but as for this, you can try this.

Just make a script_origin where you want the effect to play, and give it a targetname. Match the targetname in your script. Pick an effect, put the path in the script, add the effect to the zone file and what not and you should be set. Change the wait times and it should be fine.

Code:
main()
{
	thread amb_explosion();	
}

amb_explosion()
{
	explosion_efx = loadfx("explosions/church_roof_explosion");
	explosion = getent ("explosion_origin", "targetname");
	
	while (1)
	{
		playfx(explosion_efx, explosion.origin);	//effect plays when map starts
		wait (120);	//wait for after map start to play again
		playfx(explosion_efx, explosion.origin);	//play effect again
		wait (30); // Time before looping script to start again
		self thread amb_explosion();
		return;
	}
}
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{UST}Hogan
General Member
Since: Aug 21, 2005
Posts: 238
Last: May 7, 2010
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Sunday, May. 3, 2009 10:19 am
I will give it a shot Deek thank you
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{UST}Hogan
General Member
Since: Aug 21, 2005
Posts: 238
Last: May 7, 2010
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Sunday, May. 3, 2009 06:14 pm
Code:
main()
{
	level thread planes();
}

planes()
{
	level.PlaneSpeed = 10;

	stuka1 = getent ("stuka1","targetname");
	stuka2 = getent ("stuka2","targetname");
	stuka3 = getent ("stuka3","targetname");

	temp = getent (stuka1.target,"targetname");
	stuka1.dest = temp.origin;
	stuka1.start = stuka1.origin;
	stuka1 hide();
	temp = getent (stuka2.target,"targetname");
	stuka2.dest = temp.origin;
	stuka2.start = stuka2.origin;
	stuka2 hide();
	temp = getent (stuka3.target,"targetname");
	stuka3.dest = temp.origin;
	stuka3.start = stuka3.origin;
	stuka3 hide();

	wait 2;
        

	while (1)
	{
		stuka1 thread plane_flyby("stuka_flyby");
		wait .1;
		stuka2 thread plane_flyby("stuka_flyby");
		wait .1;
		stuka3 thread plane_flyby("stuka_flyby");

		wait 30;
	}
}
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoDWW Scripting
Posted: Sunday, May. 3, 2009 08:45 pm
Code:
main()
{
	level thread planes();
}

planes()
{
	level.PlaneSpeed = 10;

	stuka1 = getent ("stuka1","targetname");
	stuka2 = getent ("stuka2","targetname");
	stuka3 = getent ("stuka3","targetname");
	
	explo_fx = loadfx("explosions/explosion_charge_large");
	explosion = getent ("kaboom", "targetname");

	temp = getent (stuka1.target,"targetname");
	stuka1.dest = temp.origin;
	stuka1.start = stuka1.origin;
	stuka1 hide();
	temp = getent (stuka2.target,"targetname");
	stuka2.dest = temp.origin;
	stuka2.start = stuka2.origin;
	stuka2 hide();
	temp = getent (stuka3.target,"targetname");
	stuka3.dest = temp.origin;
	stuka3.start = stuka3.origin;
	stuka3 hide();

	wait (2);
        

	while (1)
	{
		stuka1 thread plane_flyby("stuka_flyby");
		wait (.1);
		stuka2 thread plane_flyby("stuka_flyby");
		wait (.1);
		stuka3 thread plane_flyby("stuka_flyby");
		wait (7);
		playfx(explo_fx, explosion.origin);
//		explosion playsound("Explo_Storage");

		wait (30);
	}
}

plane_flyby(sound)
{
	if (isdefined (sound))
	self playsound (sound);

	wait (15);

	self show();
	self moveto(self.dest, level.PlaneSpeed, 0.1, 0.1);
	wait level.PlaneSpeed;
	self hide();
	self.origin = self.start;
}
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