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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: "Spawning" a trigger hurt
Pikachupoo
General Member
Since: May 4, 2004
Posts: 48
Last: Oct 15, 2005
[view latest posts]
Level 2
Category: CoD Mapping
Posted: Thursday, Oct. 21, 2004 09:08 pm
Is it possiable to spawn a trigger hurt somewhere? I've gotta Fuel truck that if grenaded blows up, I then added some flames that appear and keep burning on a loop. I wanna put a trigger hurt in after the explosion.
Thanks
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BR3NTB
General Member
Since: Jun 20, 2004
Posts: 893
Last: Mar 3, 2006
[view latest posts]
Level 7
Category: CoD Mapping
Posted: Thursday, Oct. 21, 2004 09:54 pm
Yes it is Possible:

Here are Two Trigger functions:

Code:
 
triggerOff()
{
if (!isdefined (self.realOrigin))
self.realOrigin = self.origin;

if (self.origin == self.realorigin)
self.origin += (0, 0, -10000);
}
// -----------------------------------------
triggerOn()
{
if (isDefined (self.realOrigin) )
self.origin = self.realOrigin;
}


Put These functions at the Bottom Of Your Script.

Place you trigger_Hurt where its Gonna be.
At The Beginning of the Level, Tell it to thread the off function Like so:
Code:

hurttrig = getent("hurt_trig_name","targetname");
hurttrig thread thread triggerOff();



Then after the Explosion when the fire effect starts looping,
Tell Your Hurt trig to thread the On function,
Like So:
Code:

hurttrig = getent("hurt_trig_name","targetname");
hurttrig thread triggerOn();



should work- "Did For Me".

[smokin]
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Hightree
General Member
Since: Nov 5, 2004
Posts: 48
Last: May 23, 2006
[view latest posts]
Level 2
Category: CoD Mapping
Posted: Sunday, Aug. 7, 2005 11:38 am
Hi there,
I'm trying to move my hurt trigger for my vertical sliding door.
But when I try to implement the method described above, cod complains that the thing I'm moving is not a script_brushmodel, script_model or script_origin.
My hurt brush is of classname trigger_hurt, if I change it to one of the above, I guess it won't hurt the player anymore...

How do I organize my model so that it will work with this script ?

TIA, Hightree
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