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by morgawr
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// Specify two different explosion effects to randomly play
level._effect["mortar_explosion"][0] = loadfx ("fx/impacts/newimps/dirthit_mortar2day.efx"); level._effect["mortar_explosion"][1] = loadfx ("fx/impacts/newimps/minefield.efx");// send down the mortars
level thread mortars();
}
mortars()
{// Get an array of all the mortars in the level
mortar = getentarray ("mortar","targetname");// Loop over and over while the level is loaded
while (1)
{// Wait 5-10 seconds randomly before doing a mortar explosion
wait (5 + randomfloat(5));
// Make sure there are no players close enough to this mortar to kill them
GoodPosition = false;
while (!GoodPosition)
{// Pick a random mortar location
rand = randomint(mortar.size);
// Check if any players are within 200 of the randomly picked mortar
GoodPosition = true;
players = getentarray("player", "classname");for(i = 0; i < players.size; i++)
{if (distance(mortar[rand].origin,players[i].origin) < 200)
{GoodPosition = false;
break;
}
}
}
// Play the incomming mortar sound effect
mortar[rand] playsound("mortar_incoming");// Wait 2 seconds while the imcomming sound plays
wait 2;
// Do the explosion effect
origin = mortar[rand] getorigin();
playfx (level._effect["mortar_explosion"][randomint(2)], origin);
// Play the explosion sound
mortar[rand] playsound("mortar_explosion");// Make the explosion cause damage
radiusDamage(mortar[rand].origin, 300, 2000, 50);<>}
mapsmpmortar::main();And that’s it….simple wasn’t it? You can download the .pk3 file from the Supplements section that contains every thing that I used to make the tutorial along with the .map file.
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