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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: [TUTORIAL] exploding barrels - FlesyM's way
bangingbernie
General Member
Since: Apr 30, 2004
Posts: 17
Last: Nov 4, 2007
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Level 1
Category: CoD2 MP Mapping
Posted: Thursday, Aug. 3, 2006 11:02 pm
Thanks for the prefab.

Is there a possibility to delete the clip after the explosion?

Bernie
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FlesyM
General Member
Since: Jul 24, 2005
Posts: 399
Last: Jan 23, 2008
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Level 5
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 6, 2006 09:24 am
at the explosion all 3 entities (model, clip, trigger) "hides" (goes 10000 units into the floor). so after a barrel explosion, the clip shouldn't be there, a player can walk through where there was a barrel. I don't delete entities cuz I "respawn" them 2 minutes after explosion.

Have you got a problem with a clip staying there ?
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veef
General Member
Since: Apr 24, 2006
Posts: 1258
Last: Aug 29, 2006
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Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 6, 2006 06:01 pm
FlesyM writes...
Quote:
here's a little update. if an admin could edit my first post, it would be cool. I've found a way to make a barrel prefab instead of having to redo the clip and trigger each time you want a new barrel. it also prevents from having to remember how many barrels there is a the map when you are adding a new one... (that was a huge bummer). all in all, I think it simplifies this.
Orginal post updated and unstuck as it is now added to the tutorials Here
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supersword
General Member
Since: Jul 28, 2004
Posts: 1989
Last: Nov 22, 2011
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Level 8
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Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Monday, Aug. 7, 2006 01:16 am
bah. You beat me too it veef.

Hehe, yeah. I have added it to the tutorials. Thanks for your submission to MODSonline.com. [thumbs_up]
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bangingbernie
General Member
Since: Apr 30, 2004
Posts: 17
Last: Nov 4, 2007
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Level 1
Category: CoD2 MP Mapping
Posted: Monday, Aug. 7, 2006 03:16 pm
Yes, first i use your tutorial; clip always there.

Then i use your prefab; same [banghead]

Any suggestion?

Bernie
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bangingbernie
General Member
Since: Apr 30, 2004
Posts: 17
Last: Nov 4, 2007
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Level 1
Category: CoD2 MP Mapping
Posted: Monday, Aug. 7, 2006 03:35 pm
Mmmh, i see it in your script

entityOff()
{
if (!isdefined (self.realOrigin))
self.realOrigin = self.origin;

if (self.origin == self.realorigin)
self.origin += (0, 0, -10000);
}

but does'nt work for me...
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FlesyM
General Member
Since: Jul 24, 2005
Posts: 399
Last: Jan 23, 2008
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Level 5
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 13, 2006 04:22 pm
thx guys for adding the tut to the tuts [wink]

bangingbernie :
that's weird. it's a pretty simple function... you know it just moves the entity's origin 10000 down. and IW used the same code as well ... and i'm using same code, same prefab and well barrel are exploded, I can walk through where it was...

the only thing I could think of are mods in main folder at compile.
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bangingbernie
General Member
Since: Apr 30, 2004
Posts: 17
Last: Nov 4, 2007
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Level 1
Category: CoD2 MP Mapping
Posted: Monday, Aug. 21, 2006 11:51 am
Thx FlesyM for your reply.

I've tested the prefab with your script on a testmap - works.

But on my modded version of the matmata (coming with radiant) it doesn't work.

Only the model goes down, but not the clip.

I think it's a problem with this map; i've tested it with the non-modded version; same problem.

Next map i will do by myself, so i think it works [biggrin]

Bernie

P.S. If someone will download the map [ohwell] here's the Link: http://rapidshare.de/files/28948655/Matmata_Dusk_beta_1.zip.html



edited on Aug. 21, 2006 03:03 pm by bangingbernie

edited on Aug. 21, 2006 03:05 pm by bangingbernie
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