Mentos
01-26-2007, 12:03 PM
So the question is: Does anyone know how to stop the dod_bomb_target from detonating and killing everone around it, while still going through its animations and input/output?
Below is the explanation to what I'm trying to do if someone has any ideas of a solution.
Alright so I've been trying to work out the system my brecourt map is going to use.
At first I was just going to have the axis defend the 4 artillery pieces while the allies had to attack them (1 bomb each).
-If the axis held out for 6 minutes they would win, if the allies were able to destroy the 4 pieces within that time they would win.
But while I was working this out I thought it would be cool if i had a logic timer firing these artillery pieces randomly giving a battle effect with explosions coming out of the artillery barrel and loud booming sounds that go across the whole map.
It then struck me, why don't I just give the axis a button/lever on the artillery piece that will set it off.
Then it struck me even further, why don't I make it so that the axis can take more time off the clock if they can succesfully fire one of the artillery pieces. (Because these historically were aimed at utah beach and would have been landing on our soldiers)
So i set out to do this.
I have it coded so that if the axis go up and use the button it fires the artillery and takes a certain amount of time off the clock depending on how close the artillery is to the allied spawn. (If its one of the far off artillery pieces that are easy to hold they only get 3-5 seconds taken off the clock every use). Now obviously each artillery piece would have a down time of like 30 seconds to a minute.
ok, fine.
But then I was thinking, why don't I allow the axis to "fire" the artillery by placing a fuse in the artillery. So they plant their c4 in the back of the artillery instead and when it fires it makes that cool fuse animation into the back of the artillery model and ignites the shell inside.
I tried that out and it didn't work because the bomb thing explodes and kills the player.
So now again, does anyone know how to stop the dod_bomb_target from detonating and killing everone around it?
Another problem after this is that:
I also couldn't get the artillery-firing that the Axis set in place, to report to the HUD what was going on with a count down to the firing so that the allies knew where and what artillery to "defuse" to stop it from firing.
Instead when it fired it acted as if the allies had destroyed it, taking their own artillery piece off the HUD.
But even if I was to go this route this would limit the amount of times the germans could fire any individual artillery piece. So this is the conundrum.
Im thinking maybe I can make a prop_dynamic that will run the animation of the tnt going off and also somehow report to the HUD to make the artillery ticker tick, yet never have either actually "detonate"
Any ideas would be greatly appreciated.
I think I'm on to something here.
-George
Below is the explanation to what I'm trying to do if someone has any ideas of a solution.
Alright so I've been trying to work out the system my brecourt map is going to use.
At first I was just going to have the axis defend the 4 artillery pieces while the allies had to attack them (1 bomb each).
-If the axis held out for 6 minutes they would win, if the allies were able to destroy the 4 pieces within that time they would win.
But while I was working this out I thought it would be cool if i had a logic timer firing these artillery pieces randomly giving a battle effect with explosions coming out of the artillery barrel and loud booming sounds that go across the whole map.
It then struck me, why don't I just give the axis a button/lever on the artillery piece that will set it off.
Then it struck me even further, why don't I make it so that the axis can take more time off the clock if they can succesfully fire one of the artillery pieces. (Because these historically were aimed at utah beach and would have been landing on our soldiers)
So i set out to do this.
I have it coded so that if the axis go up and use the button it fires the artillery and takes a certain amount of time off the clock depending on how close the artillery is to the allied spawn. (If its one of the far off artillery pieces that are easy to hold they only get 3-5 seconds taken off the clock every use). Now obviously each artillery piece would have a down time of like 30 seconds to a minute.
ok, fine.
But then I was thinking, why don't I allow the axis to "fire" the artillery by placing a fuse in the artillery. So they plant their c4 in the back of the artillery instead and when it fires it makes that cool fuse animation into the back of the artillery model and ignites the shell inside.
I tried that out and it didn't work because the bomb thing explodes and kills the player.
So now again, does anyone know how to stop the dod_bomb_target from detonating and killing everone around it?
Another problem after this is that:
I also couldn't get the artillery-firing that the Axis set in place, to report to the HUD what was going on with a count down to the firing so that the allies knew where and what artillery to "defuse" to stop it from firing.
Instead when it fired it acted as if the allies had destroyed it, taking their own artillery piece off the HUD.
But even if I was to go this route this would limit the amount of times the germans could fire any individual artillery piece. So this is the conundrum.
Im thinking maybe I can make a prop_dynamic that will run the animation of the tnt going off and also somehow report to the HUD to make the artillery ticker tick, yet never have either actually "detonate"
Any ideas would be greatly appreciated.
I think I'm on to something here.
-George