Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 58 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: Script Exploder
FmF-Odin
General Member
Since: Jan 13, 2010
Posts: 31
Last: Sep 16, 2010
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Tuesday, Jan. 26, 2010 08:14 am
Hello ,I got a problem.
I have an idea and don t know how to do....

I made a wall (script>brushmodel) , which is an exploder so if someone schoots on it it will change its place where it stands. Is it possible to make the wall getting back to the old position if someone shoots the trigger once more?

Thanks in advance!
Share |
voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Tuesday, Jan. 26, 2010 11:05 pm
i strongly doubt that you can. although u can try to script it so it looks like that which u so desire. By that i mean you could create another script brushmodel that is a very small thing that any one can barely see, inside the first brushmodel, the same for the trigger, and then when the first script_brushmodel dissappears you will have acess to the 2nd trigger ( which is inside the first brushmodel ) and then when they shoot that trigger u get a wall reappear. I know this could be easily workable in sp but dont know for mp.
Share |
FmF-Odin
General Member
Since: Jan 13, 2010
Posts: 31
Last: Sep 16, 2010
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Wednesday, Jan. 27, 2010 08:32 am
thought there is a way to make a damage trigger working multiple times....
Share |
oppdelta
General Member
Since: Jun 3, 2007
Posts: 143
Last: Apr 27, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Wednesday, Jan. 27, 2010 08:48 am
Maybe?
Code:
main()
{
	thread wall_explode();
}

wall_explode()
{
	trigger = getent("TRIGGERNAME","targetname");
	wall = getent("WALLNAME","targetname");

	while(1)
	{
		trigger waittill("trigger");
		wall movez(-10000,0.05);
		wall waittill("movedone");

		trigger waittill("trigger");
		wall movez(10000,0.05);
		wall waittill("movedone");
	}
}
Share |
FmF-Odin
General Member
Since: Jan 13, 2010
Posts: 31
Last: Sep 16, 2010
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Wednesday, Jan. 27, 2010 06:28 pm
Guess this should work, but the wall should change its texture and when making an exploder function you make to brushes whis you may texture different....[ohwell]

although thanks, if nothing works i use your script[thumbs_up]
Share |
voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Wednesday, Jan. 27, 2010 10:55 pm
oppdelta writes...
Quote:
Maybe?
Code:
main()
{
	thread wall_explode();
}

wall_explode()
{
	trigger = getent("TRIGGERNAME","targetname");
	wall = getent("WALLNAME","targetname");

	while(1)
	{
		trigger waittill("trigger");
		wall movez(-10000,0.05);
		wall waittill("movedone");

		trigger waittill("trigger");
		wall movez(10000,0.05);
		wall waittill("movedone");
	}
}


although that is a script to make things move, he is asking about a script exploder being used multiple times. I dont have an honest answer to that but i believe that it is not possible to use more than one time the same script exploder. I have not tested that out to see if it is true or not but im quite certain u cant. Because once an exploder gets called, thats pretty much it. its meant to be a 1 time deal.
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Call of Duty : CoDUO Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»