heres my problem
ive got a map gsc file with its own mapname fx gsc.
Ive just added a destrucatable wall with the plant bomb (not as an objective just TDM etc) using the bomb video tute.
But as my main gsc file has retrieval set up i dont know where in my main map gsc to put the bomb script stuff.
Also as my SD has the script fx called in my own map fx gsc do i still need to add the line for the bomb fx gsc file?
My map gsc and bomb gsc are below can someone show me where in my file to add the bomb script stuff?
when i tried running my map UO just crashed my puter
Ive changed the targetname for my destructable wall to barnfloorbefore/barnfloorafter
Heres my main gsc:
main()
{
setCullFog (0, 8000, 0.8, 0.8, 0.8, 0);
ambientPlay("ambient_mp_railyard");
maps\mp\_load::main();
maps\mp\stronghold_fx::main();
maps\mp\hatchA::main();
maps\mp\hatchB::main();
maps\mp\hatchC::main();
maps\mp\hatchD::main();
maps\mp\hatchE::main();
maps\mp\hatchF::main();
maps\mp\engineroom1::main();
maps\mp\engineroom2::main();
maps\mp\lifts::main();
maps\mp\lift1left::main();
maps\mp\lift1right::main();
maps\mp\lift2left::main();
maps\mp\lift2right::main();
maps\mp\lift1top::main();
maps\mp\lift1bottom::main();
maps\mp\lift2top::main();
maps\mp\lift2bottom::main();
maps\mp\maindoorleft::main();
maps\mp\maindoorright::main();
maps\mp\securea::main();
game["allies"] = "american";
game["axis"] = "german";
game["russian_soldiertype"] = "airborne";
game["russian_soldiervariation"] = "winter";
game["german_soldiertype"] = "fallschirmjagercamo";
game["german_soldiervariation"] = "winter";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["layoutimage"] = "mp_railyard";
//retrieval settings
level.obj["1"] = (&"RE_OBJ_ARTILLERY_MAP");
level.obj["2"] = (&"RE_OBJ_WEAPON_PANZERFAUST");
game["re_attackers"] = "allies";
game["re_defenders"] = "axis";
game["re_attackers_obj_text"] = (&"RE_OBJ_HURTGEN_OBJ_ATTACKER");
game["re_defenders_obj_text"] = (&"RE_OBJ_HURTGEN_OBJ_DEFENDER");
game["re_spectator_obj_text"] = (&"RE_OBJ_HURTGEN_OBJ_SPECTATOR");
game["re_attackers_intro_text"] = ("Primary Objective is the german artillry maps. Secondary Objective is an experimental long range RPG weapon");
game["re_defenders_intro_text"] = ("Primary Objective ");
}
Heres the bomb gsc:
main()
{
setCullFog (0, 13500, .32, .36, .40, 0);
ambientPlay("ambient_mp_brecourt");
maps\mp\_load::main();
maps\mp\bomb_fx::main();
// Precache the model we will use once the bomb is planted on the wall
precacheModel("xmodel/bomb");
// Set up the effects used for wall explosion
level._effect["wallexplosion"] = loadfx("fx/explosions/mp_bomb.efx");
level._effect["wallexplosion2"] = loadfx("fx/explosions/explosion1_heavy.efx");
game["allies"] = "american";
game["axis"] = "german";
game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "fallschirmjagergrey";
game["german_soldiervariation"] = "normal";
game["attackers"] = "allies";
game["defenders"] = "axis";
// Run the function that does the wall explosion
level wallbomb();
}
wallbomb()
{
// Get all of the wall parts, the bomb, and the bomb trigger
bomb = getent ("wallbomb","targetname");
bomb.trigger = getent (bomb.target,"targetname");
wallbefore = getent ("barnfloorbefore","targetname");
wallafter = getent ("barnfloorafter","targetname");
// Hide the destroyed version of the wall until it's blown up
wallafter hide();
// Wait until the bomb is triggered and is triggered by the right team
// Can change the team to "axis" if you want Axis to blow up the wall instead
while (1)
{
bomb.trigger waittill ("trigger",other);
if ((isplayer (other)) && (other.pers["team"] == "allies"))
break;
}
// The bomb was planted by the right team so play a bomb planting sound
bomb playsound ("MP_bomb_plant");
// Delete the bombs trigger since it's not needed anymore
bomb.trigger delete();
// Change the bomb model from the flashing bomb to the solid bomb model
bomb setmodel ("xmodel/bomb");
// Wait .5 seconds for the bomb planting sound to finish
wait .5;
// Now play a looping tick sound on the bomb
bomb playLoopSound("bomb_tick");
// Wait 15 seconds for the bomb to blow up, can change this to something else if you want
wait 15;
// Bomb will explode now so stop the ticking sound
bomb stopLoopSound("bomb_tick");
// Set the origin for the explosion and radius damage
origin = bomb getorigin();
// Delete the exploded bomb
bomb delete();
// Play the explosion effects
playfx(level._effect["wallexplosion"], origin);
playfx(level._effect["wallexplosion2"], origin);
// Do radius damage to kill players in the area, perameters are (origin, range, maxdistance, mindistance)
radiusDamage(origin, 500, 2000, 1000);
// Show the destroyed version of the wall
wallafter show();
// Delete the whole version of the wall
wallbefore delete();
}
Thanks anyone who can help