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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: explosive models
techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoD4 MP Mapping
Posted: Tuesday, Dec. 29, 2009 12:19 pm
In the script, when the fire extinguisher disappears (when it get's deleted) we can gather then that it has exploded.

So we need to add:

now_break_wall()
{
wall = getent("wall", "targetname");
// if you want to play an effect like dust to cover the wall exploding
// extinguisher2 = getent("ext_2", "targetname"); // script_model
// playfx( level._effect["your_explosion_effect"], extinguisher2.origin );

wall Delete();
}

The wall is done by selecting the bits that will get destoryed (disappear) and make them a script_brushmodel (they are now 1 entity) so you can give them a targetname of "wall".


the script model above is for fx, so choose the FX model in radiant - raw/xmodel/fx and place it in the wall, near the extinguisher, this model has a targetname of "ext_2"

Uncomment the script lines then and precache your effect as normal.

I would then add more to this, wire and so on that can spark, there's exploding chunks effects to use as well to cover this up better.
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{PADZ}grimreaper
General Member
Since: Apr 23, 2005
Posts: 334
Last: Aug 11, 2011
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Level 5
Category: CoD4 MP Mapping
Posted: Tuesday, Dec. 29, 2009 04:22 pm
Thanks a lot for this.
It's just that i have already got it to work without any extra scripting so i wont use this.
But thanks for understanding what i mean and trying to help.
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