Well, i already tried that several times....however i always get the "getent" error, maybe you could check my script to see what i am doing wrong plz? No one seems to be able to help me....
Here goes the script:
//////Exploding barrels script by Lauramaegan////////
main()
{
// Specify two different explosion effects to randomly play
level._effect["barrel_explosion"] = loadfx ("fx/props/barrelExp.efx");
level._effect["barrel_fire"] = loadfx ("fx/fire/ground_fire_med.efx");
thread barrel_exploder();
}
barrel_exploder()
{
btrig = getent ("barrel_trigger","targetname");
btrig2 = getent ("barrel_trigger2","targetname");
b1 = getent ("barrel1","targetname");//---------------first pile of barrels
b2 = getent ("barrel2","targetname");
b3 = getent ("barrel3","targetname");
b4 = getent ("barrel4","targetname");
b5 = getent ("barrel5","targetname");
b6 = getent ("barrel6","targetname");//---------------second pile of barrels
b7 = getent ("barrel7","targetname");
b8 = getent ("barrel8","targetname");
b9 = getent ("barrel9","targetname");
b10 = getent ("barrel10","targetname");
b_d = getent ("barrel_d","targetname");
b_d2 = getent ("barrel_d2","targetname");
bfx = getent ("barrel_fx","targetname");
bfx2 = getent ("barrel_fx2","targetname");
b_dfx = getent ("barrel_dfx","targetname");
b_dfx2 = getent ("barrel_dfx2","targetname");
g = getent ("ground","targetname");
g2 = getent ("ground2","targetname");
g_d = getent ("ground_d","targetname");
g_d2 = getent ("ground_d2","targetname");
b_d hide();
g_d hide();
g_d movez (-27,.1,0,0);
b_d2 hide();
g_d2 hide();
g_d2 movez (-27,.1,0,0);
btrig waittill ("trigger",other);
g_d movez (27,.1,0,0);
bfx playsound ("barrel_exp");
playfx(level._effect["barrel_explosion"], bfx.origin);
g_d show();
g hide();
b1 hide();
b2 hide();
b3 hide();
b4 hide();
b5 hide();
b1 notsolid();
b2 notsolid();
b3 notsolid();
b4 notsolid();
b5 notsolid();
radiusDamage(bfx.origin + (0,0,112),500, 110, 5);
thread loopfx("barrel_fire",(1792, -1024,8), .25, .25, 120);//-----------location of the 1st stack of barrels
wait 3.5;
b_dfx playsound ("barrel_fall");
wait .5;
b_d show();
b_dfx playsound ("barrel_hit");
b_d movez (-265,.1,0,0);
thread loopfx("barrel_fire",(1690, -1120,8), .25, .25, 20);//--------------where the falling barrel lands
wait 5;
b_d hide();
b_dfx playsound ("barrel_exp");
playfx(level._effect["barrel_explosion"], b_dfx.origin);
radiusDamage(b_dfx.origin + (0,0,112),500, 110, 5);
thread loopfx("barrel_fire",(1690, -1120,8), .25, .25, 60);//--------------where the falling barrel lands
b_d movez (265,.1,0,0);
wait 60;
b1 show();
b2 show();
b3 show();
b4 show();
b5 show();
b1 solid();
b2 solid();
b3 solid();
b4 solid();
b5 solid();
g show();
g_d hide();
g_d movez (-27,.1,0,0);
thread barrel_exploder();
btrig2 waittill ("trigger",other);
g_d2 movez (27,.1,0,0);
bfx2 playsound ("barrel_exp");
playfx(level._effect["barrel_explosion"], bfx2.origin);
g_d2 show();
g2 hide();
b6 hide();
b7 hide();
b8 hide();
b9 hide();
b10 hide();
b6 notsolid();
b7 notsolid();
b8 notsolid();
b9 notsolid();
b10 notsolid();
radiusDamage(bfx2.origin + (0,0,112),500, 110, 5);
thread loopfx("barrel_fire",(305, 1333,8), .25, .25, 120);//-----------location of the 2nd stack of barrels
wait 3.5;
b_dfx2 playsound ("barrel_fall");
wait .5;
b_d2 show();
b_dfx2 playsound ("barrel_hit");
b_d2 movez (-265,.1,0,0);
thread loopfx("barrel_fire",(204, 1238,8), .25, .25, 20);//--------------where the falling barrel lands
wait 5;
b_d2 hide();
b_dfx2 playsound ("barrel_exp");
playfx(level._effect["barrel_explosion"], b_dfx2.origin);
radiusDamage(b_dfx2.origin + (0,0,112),500, 110, 5);
thread loopfx("barrel_fire",(204, 1238,8), .25, .25, 60);//--------------where the falling barrel lands
b_d2 movez (265,.1,0,0);
wait 60;
b6 show();
b7 show();
b8 show();
b9 show();
b10 show();
b6 solid();
b7 solid();
b8 solid();
b9 solid();
b10 solid();
g2 show();
g_d2 hide();
g_d2 movez (-27,.1,0,0);
thread barrel_exploder();
}
loopfx(fxId, fxPos, waitime, fxStart, fxStop)
{
if(!isDefined(level.fxstate))
level.fxstate = true;
if(!isDefined(fxStop))
fxStop = 600;
if(!isDefined(fxStart))
fxStart = 1;
if(!isDefined(waitime))
waitime = 1;
loop_count = 0;
wait (fxStart);
while (level.fxstate && loop_count < fxStop) {
playfx(level._effect[fxId], fxPos);
loop_count++;
wait (waitime);
}
} |