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tut using a script exploder to blow up a wall setting off a efx and sound at same time
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Tutorial blowing up a wall or door using a script_exploder with fx and sound as the wall blows up

1. create your wall or door you want to blow up if there are many parts to this wall select all parts RIGHT CLICK in grid and

goto script brushmodel

2.press N type in the entity editor

key = script_exploder

value = 1

press enter then type

key = targetname

value = wallgood

press enter close entity editor


3. next make your wall in its blown up state if there are many parts to this wall select all parts RIGHT CLICK in grid and goto

script brushmodel

4. press N type in entity editor

key = targetname

value = wallbad

press enter close entity editor

 

slide bad wall over good wall

5. next we need to create the trigger that sets every thing off

6. create a brush and texture it with the trigger texture make it just slightly bigger than your wall this will unsure it is hit

RIGHT CLICK in grid and goto trigger damage

7. press N type in entity editor

key = script_exploder

value = 1

press enter then type

key = targetname

value = dmtrig

press enter close entity editor

 

8. RIGHT CLICK in grid goto script model (this is where the sound will come from) the entity editor will pop up on its own

type in entity editor

key = targetname

value = bang

press enter cancel browser press N to close entity editor a good place for this would be in the centre of your wall

 


9. next we will add an fx RIGHT CLICK in grid goto script model again the entity editor will pop up on its own

type in entity editor

key = model

value = fx

press enter (the model now changes to an fx sign) then type

key = script_fxid

value = exp_wall_cinderblock_96

press enter then type

key = script_exploder

value = 1

press enter close entity editor

10. next RIGHT CLICK in grid goto script origin move this into a position where you want the fx to be thrown once happy where it

is press esc to deselect now select your FX sign THEN your origin sign and press W they should now be joined..

save you map

you will now need to compile your map!!

UPDATE YOUR ZONE FILE ADD THE FOLLOWING

fx,breakables/exp_wall_cinderblock_96

also make sure your maps gsc file is in your zone file

 

NEXT IS A SAMPLE OF THE MAIN GSC FILE..
=================================================================

main()
{
 
 
        mapsmpmp_small_fx::main();
        mapscreatefxmp_small_fx::main();
       
       

 mapsmp\_load::main();

        thread ammoc();

 

 ambientPlay("ambient_crossfire");

 game["allies"] = "marines";
 game["axis"] = "opfor";
 game["attackers"] = "axis";
 game["defenders"] = "allies";
 game["allies_soldiertype"] = "desert";
 game["axis_soldiertype"] = "desert";
 
 
}


   ammoc()

{
      damagetrigg = getent ("dmtrig","targetname");

      alerts = getentarray ("bang","targetname");

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

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

      wallbad hide();
     
      wallgood show();
     
      damagetrigg waittill ("trigger");

      wallgood delete();

      wallbad show();
     
      origin = wallbad getorigin();

      alerts[0] playsound("building_explosion1");

      radiusDamage(origin, 600, 2000, 1000);
     
}
================================================================

NEXT IS A SAMPLE OF THE MAIN FX FILE
================================================================

main()
{
         
                    
                     level._effect["exp_wall_cinderblock_96"] = loadfx("breakables/exp_wall_cinderblock_96");
                    

 


                     /#
                     if ( getdvar( "clientSideEffects" ) != "1" )
                     mapscreatefxmp_cassault_fx::main();
                     #/

 

}


==================================================================

good luck!! :D

lazygit AKA war111 youtube

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