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Forum: All Forums : Call of Duty 4
Category: CoD 4 Level Design
CoD 4 mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Rasta, StrYdeR, The_Caretaker, batistablr, playername
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Author Topic: Can Brushmodels take a Players Damage/Health?
kmabigtime
General Member
Since: Jan 23, 2008
Posts: 162
Last: Apr 22, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 02:41 pm
np, Kill3r is very good with this scripting stuff, All of his scripts I have seen or used have worked excellantly....[rocking]
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 195
Last: Jul 18, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 02:49 pm
Killer...

The "kill player" Kills the player regardless if the blade hits the player or not. The player should be able to duck under the blade if they know it exists, to live through it, but as of now the player dies the second they move into the Trigger_multiple. I've slowed down the Blade movement to double check this...

Not sure how to fix this.


edited on Apr. 22, 2008 02:56 pm by DeekCiti
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 974
Last: May 17, 2008
[view latest posts]
Level 7
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 02:58 pm
oh oops, change
self thread kill_players();
to
self.blademodel thread kill_players();
kmabigtime
General Member
Since: Jan 23, 2008
Posts: 162
Last: Apr 22, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 02:59 pm
ok, gj..

edited on Apr. 22, 2008 03:01 pm by kmabigtime
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 195
Last: Jul 18, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 03:15 pm
Script has no errors but doesn't kill the player now... Here is what the script looks like. I commented out those lines so the blade automatically goes back to its original position because of How its set up in the map, but either commented out or not, still doesn't kill the player.


Code:


Its not reading the Kill Players() is it?
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 974
Last: May 17, 2008
[view latest posts]
Level 7
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 03:24 pm
add a few iPrintln("test1"); around the script, see where it gets to or not
im not sure if isTouching works on script_brushmodels, though last time i tried i think it did
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 195
Last: Jul 18, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 03:47 pm
OK, did that and if you look in the script, I added a test 1,2,3,4 and 5, and Only 3,4 and 5 show up.

Here's how I set it up.


Code:
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 974
Last: May 17, 2008
[view latest posts]
Level 7
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 03:52 pm
if 3, 4 and 5 show, then 1 and 2 are also working, you probs dont see those cuz 3, 4 and 5 keep appearing 20 times a seconds
so.. that means the kill_players thread works

now chage


Code:

to


Code:
DeekCiti
General Member
Since: Mar 13, 2008
Posts: 195
Last: Jul 18, 2008
[view latest posts]
Level 4
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 04:13 pm
ok, if I do this...

Code:



The first " { " causes the script to crash the map on load saying an unexpected End. But if I remove that and make it look like I did below, the map loads and again if I step into the trigger_multiple, the player dies before the blade can hit the player, and I think because it waits another half second before the script ends, it kills the player again on respawn. Thats strange because nothing changed besides an iPrint... but now it kills the player?? Weird...


Code:



It did not print " player killed "
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 974
Last: May 17, 2008
[view latest posts]
Level 7
Category: CoD 4 Level Design
Posted: Tuesday, Apr. 22, 2008 04:17 pm
with out the { and } all players will always die, you need them in
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