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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
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Author Topic: mortar times
morgawr
General Member
Since: Dec 15, 2004
Posts: 377
Last: Mar 19, 2023
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Saturday, Mar. 15, 2014 02:27 am
I have 1 mortar dropping on my mp map, is their a way I can time it for 44 seconds.
Failing that another method of delivering a timed explosion.
thanks
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BA_GomerPyle
General Member
Since: Jul 26, 2012
Posts: 44
Last: May 18, 2019
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Saturday, Mar. 15, 2014 02:57 am
Well if you're using a script for the mortar, just add a wait statement, like wait(44);
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morgawr
General Member
Since: Dec 15, 2004
Posts: 377
Last: Mar 19, 2023
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Saturday, Mar. 15, 2014 03:10 am
Oh my Gomer, i'm so dumb, thanks :)
= = = = = = = = = = = = = = = = = = =
This is great I've almost got exactly what I need,
problem is the mortar has a discrepancy of 2 seconds,
sometimes its right others it's 1 or 2 seconds out.
I could take it down to 1 second but can I time it perfect every time.
This is just 1 mortar every time the map is played.
= = = = = = = = = = = = = = = = = = = = = = = = =
Sorted, the mortar script is combined with another script and a trigger box I made was way to high, it seems to have affected the mortar time, when I lower the trigger the mortar falls as timed :)
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