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Forum: All Forums : Call of Duty 4
Category: CoD4 Scripting
Scripting and coding with Call of Duty 4.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Explosions at defined points, need some help
SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD4 Scripting
Posted: Friday, Feb. 22, 2008 08:03 pm
Do you have the FX in your zone source?

IMO, would be bad form to reference the mortar GSC before _load as you may/may not be using functionality from the _load utility.
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SWS2000
General Member
Since: May 12, 2006
Posts: 193
Last: Jun 14, 2008
[view latest posts]
Level 4
Category: CoD4 Scripting
Posted: Friday, Feb. 22, 2008 08:48 pm
I have added the following to my zone source via missing assets

fx,clusterbomb_exp
rawfile,maps/mp/mp_test_fx.gsc
rawfile,maps/createfx/mp_test_fx.gsc
fx,explosions/clusterbomb_exp
rawfile,maps/mp/mortar.gsc

this the actual mp_test.gsc
Code:
main()
{
	
	maps\mp\mp_test_fx::main();
	maps\mp\_load::main();
	maps\mp\mortar::main();
	

	
	ambientPlay("ambient_backlot_ext");
	
	game["allies"] = "sas";
	game["axis"] = "opfor";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "woodland";
	game["axis_soldiertype"] = "woodland";
	
	setdvar( "r_specularcolorscale", "1" );
	
	setdvar("r_glowbloomintensity0",".25");
	setdvar("r_glowbloomintensity1",".25");
	setdvar("r_glowskybleedintensity0",".3");
	setdvar("compassmaxrange","1800");
	
	wait (10);
	
	iprintlnbold("LOL TEST out of mapname gsc");



}


this the actual maps/mp/mortar.gsc
Code:
main()

{ 



	wait (20);	
	
	iprintlnbold("THIS WAS THE MORTAR FILE");

    // Specify  explosion effects to play

    level._effect["mortar_explosion"] = loadfx("explosions/clusterbomb_exp");

    

 

    // send down the mortars

    level thread mortars();

}    


mortars()

	{

    // Get an array of all the mortars in the level

    mortar1 = getentarray ("mortar1","targetname");
	
	mortar2 = getentarray ("mortar2","targetname");
	
	mortar3 = getentarray ("mortar3","targetname");
	
	mortar4 = getentarray ("mortar4","targetname");
	

    // Loop over and over while the level is loaded

    while (1)
	

    

    // Wait XX seconds  before doing a mortar explosion
    wait (2);
	
	
	
    // Play the incomming mortar sound effect

    mortar1 playsound("mortar_incoming");

    // Wait  while the imcomming sound plays

    wait (2);
	
	

	
    // Do the explosion effects
	origin = mortar1 GetOrigin();
	playfx (level._effect["mortar_explosion"],origin);
    mortar1 playsound("clusterbomb_explode_default");
    radiusDamage(mortar1.origin, 500, 2000, 50);
	wait (0.1);	

	origin = mortar2 GetOrigin();	
    playfx (level._effect["mortar_explosion"],origin);
	mortar2 playsound("clusterbomb_explode_default");
    radiusDamage(mortar2.origin, 500, 2000, 50);
	wait (0.1);
	
	
	origin = mortar3 GetOrigin();
	playfx (level._effect["mortar_explosion"],origin);
    mortar3 playsound("clusterbomb_explode_default");
    radiusDamage(mortar3.origin, 500, 2000, 50);	
	wait (0.1);
	
	
	origin = mortar4 GetOrigin();
    playfx (level._effect["mortar_explosion"],origin);
	mortar4 playsound("clusterbomb_explode_default");
	radiusDamage(mortar4.origin, 500, 2000, 50);
	wait (0.1);
	}


this is the maps/mp/mp_test_fx

Code:
main()
{

	wait (30);
	iprintlnbold("THIS WAS THE maps mp mp test fx");
	
    level._effect["mortar_explosion"] = loadfx("explosions/clusterbomb_exp");
/#		

	if ( getdvar( "clientSideEffects" ) != "1" )
	maps\createfx\mp_test_fx::main();
#/


}


and this is the maps/createfx/mp_test_fx.gsc

Code:
main()

{ 



	wait (40);	
	
	iprintlnbold("LOL TEST greate fx folder");


    

 

    // send down the mortars

   // level thread mortars();

}    


What I get now is:
Error "explosions/clusterbomb_exp" not precached

and the two mp_test_fx do not send any message.

[confused][confused][confused]

edited on Feb. 22, 2008 03:49 pm by {MASS}Sgt
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rakekniven
General Member
Since: Jul 2, 2004
Posts: 439
Last: Aug 11, 2009
[view latest posts]
Level 5
Category: CoD4 Scripting
Posted: Saturday, Feb. 23, 2008 06:59 am
Do you use script_models nodes for the targetspot or script origins?

Thanks, Rake
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SWS2000
General Member
Since: May 12, 2006
Posts: 193
Last: Jun 14, 2008
[view latest posts]
Level 4
Category: CoD4 Scripting
Posted: Saturday, Feb. 23, 2008 08:42 am
I use script origins with "mortar1" "targetname" goes up to mortar4.

Normaly this should work, but I do not know why I get the error "clusterbomb_exp" not precached.

Do you have an idea on that?
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novemberdobby
General Member
Since: Sep 17, 2006
Posts: 1965
Last: Oct 13, 2013
[view latest posts]
Level 8
Forum Moderator
Category: CoD4 Scripting
Posted: Saturday, Feb. 23, 2008 10:44 am
If you used loadfx, it should be precached...try putting the fx in the fastfile? I don't know if yuo have already.
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SWS2000
General Member
Since: May 12, 2006
Posts: 193
Last: Jun 14, 2008
[view latest posts]
Level 4
Category: CoD4 Scripting
Posted: Saturday, Feb. 23, 2008 02:02 pm
Finaly I got it working[jumping]

Now I am getting mad at bringing the MIG29 and my little bombs together in one script[crazy]
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SWS2000
General Member
Since: May 12, 2006
Posts: 193
Last: Jun 14, 2008
[view latest posts]
Level 4
Category: CoD4 Scripting
Posted: Saturday, Feb. 23, 2008 02:50 pm
Does someone know, how to put two scripts together in one without getting errors?

here is my planes gsc which is working:
Code:
main()
{

level thread planes();
}

planes()
{
level.PlaneSpeed = 1;

harrier1 = getent ("harrier1","targetname");


temp = getent (harrier1.target,"targetname");
harrier1.dest = temp.origin;
harrier1.start = harrier1.origin;
harrier1 hide();


wait 2;

while (1)
{
harrier1 thread plane_flyby("veh_mig29_sonic_boom");
wait .15;


wait 60;
}
}


plane_flyby(sound)
{
// If you specified a sound to play then play it
if (isdefined (sound))
self playsound (sound);

//wait 15;

self show();

self moveto(self.dest, 1, 0.1, 0.1);

wait level.PlaneSpeed;

self hide();
self.origin = self.start;


}


this is my bomb gsc which is working, too
Code:
main()


{
	level thread precacheFX();
    level thread mortars();

}    

precacheFX()

{

	level._effect["grenadeExp_concrete_2"] = loadfx("explosions/grenadeExp_concrete_2");
}


mortars()
{
	wait (30);
	
	mortar1 = getEnt ( "mortar1","targetname" );
	mortar2 = getent ( "mortar2","targetname" );
	mortar3 = getent ( "mortar3","targetname" );
	mortar4 = getent ( "mortar4","targetname" );
	
	
	mortar1 playsound("mortar_incoming");
	
	wait (2);
	
	origin = mortar1 GetOrigin();
	playfx (level._effect["grenadeExp_concrete_2"], mortar1.origin);
    mortar1 playsound("grenade_explode_concrete");
	radiusDamage(mortar1.origin, 500, 2000, 50);
	wait (0.2);
	
	origin = mortar2 GetOrigin();
	playfx (level._effect["grenadeExp_concrete_2"], mortar2.origin);
    mortar2 playsound("grenade_explode_concrete");
	radiusDamage(mortar1.origin, 500, 2000, 50);
	wait (0.2);

	origin = mortar3 GetOrigin();
	playfx (level._effect["grenadeExp_concrete_2"], mortar3.origin);
    mortar3 playsound("grenade_explode_concrete");
	radiusDamage(mortar1.origin, 500, 2000, 50);
	wait (0.2);
	
	origin = mortar4 GetOrigin();
	playfx (level._effect["grenadeExp_concrete_2"], mortar4.origin);
    mortar4 playsound("grenade_explode_concrete");
	radiusDamage(mortar1.origin, 500, 2000, 50);
	wait (0.2);
	


	
	
	wait (10);
	
	iprintlnbold("LOL TEST out of bomb gsc");
	
}


just copy the bomb into the planes does not work, any idea?

I am realy getting frustrated on the scripting[crazy]
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novemberdobby
General Member
Since: Sep 17, 2006
Posts: 1965
Last: Oct 13, 2013
[view latest posts]
Level 8
Forum Moderator
Category: CoD4 Scripting
Posted: Saturday, Feb. 23, 2008 03:57 pm
Code:

main()
{
level._effect["grenadeExp_concrete_2"] = loadfx("explosions/grenadeExp_concrete_2");
level thread mortars();
wait 1;
level thread planes();
}    

mortars()
{
	wait 30;
	
	mortar1 = getEnt ( "mortar1","targetname" );
	mortar2 = getent ( "mortar2","targetname" );
	mortar3 = getent ( "mortar3","targetname" );
	mortar4 = getent ( "mortar4","targetname" );
		
	mortar1 playsound("mortar_incoming");
	
	wait 2;
	
	origin = mortar1 GetOrigin();
	playfx (level._effect["grenadeExp_concrete_2"], mortar1.origin);
	mortar1 playsound("grenade_explode_concrete");
	radiusDamage(mortar1.origin, 500, 2000, 50);
	wait 0.2;
	
	origin = mortar2 GetOrigin();
	playfx (level._effect["grenadeExp_concrete_2"], mortar2.origin);
	mortar2 playsound("grenade_explode_concrete");
	radiusDamage(mortar1.origin, 500, 2000, 50);
	wait 0.2;

	origin = mortar3 GetOrigin();
	playfx (level._effect["grenadeExp_concrete_2"], mortar3.origin);
	mortar3 playsound("grenade_explode_concrete");
	radiusDamage(mortar1.origin, 500, 2000, 50);
	wait 0.2;
	
	origin = mortar4 GetOrigin();
	playfx (level._effect["grenadeExp_concrete_2"], mortar4.origin);
	mortar4 playsound("grenade_explode_concrete");
	radiusDamage(mortar1.origin, 500, 2000, 50);
	wait 0.2;
}


planes()
{
level.PlaneSpeed = 1;

harrier1 = getent ("harrier1","targetname");
temp = getent (harrier1.target,"targetname");
harrier1.dest = temp.origin;
harrier1.start = harrier1.origin;
harrier1 hide();

wait 2;

while (1)
{
harrier1 thread plane_flyby("veh_mig29_sonic_boom");
wait .15;
wait 60;
}}


plane_flyby(sound)
{
if (isdefined (sound)) self playsound (sound);

self show();
self moveto(self.dest, 1, 0.1, 0.1);
wait level.PlaneSpeed;
self hide();
self.origin = self.start;
}


should work [thumbs_up]
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