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Forum: All Forums : Call of Duty
Category: CoDUO Level Design
CoD United Offensive mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, supersword, batistablr, Welshy
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Author Topic: EXPLODING TRUCK HELP
morgawr
General Member
Since: Dec 15, 2004
Posts: 84
Last: Dec 1, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Thursday, Sep. 4, 2008 05:47 pm
Lo all,
I have been trying to get the exploding truck to work, but after many attempts have lost to many braincells [banghead], if any one could help please let me know, also is their a prefab for exploding crates.
thanks
cz_squishy
General Member
Since: Apr 15, 2007
Posts: 118
Last: Dec 1, 2008
[view latest posts]
Level 4
Category: CoDUO Level Design
Posted: Thursday, Sep. 4, 2008 10:32 pm
http://www.modsonline.com/Downloads-full-4238.html
morgawr
General Member
Since: Dec 15, 2004
Posts: 84
Last: Dec 1, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Friday, Sep. 5, 2008 06:41 pm
This is the prefab I have been using, I follow your guide
but I just cant get it to work ????
cz_squishy
General Member
Since: Apr 15, 2007
Posts: 118
Last: Dec 1, 2008
[view latest posts]
Level 4
Category: CoDUO Level Design
Posted: Friday, Sep. 5, 2008 07:09 pm
did you add the script to you .gsc ?
morgawr
General Member
Since: Dec 15, 2004
Posts: 84
Last: Dec 1, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Friday, Sep. 5, 2008 09:09 pm
Yes I followed your instructions,
1)Place exploding_truck.pfb in your map_source folder

2)Add the exploding_truck prefab to your map

3)Use the truck.gsc script

4)Play on your map and blow up the truck!!!

and I added the truck.gsc.

main()
{
maps\mp\_load::main();

thread truck();
}

truck()
{
trig = getent("truck_trigger","targetname");
truck = getent ("truck","targetname");
truck_d = getent ("truck_d","targetname");
so = getent ("truck_explosion","targetname");
boom = loadfx("fx/explosions/tank_explosion.efx");

truck_d hide();

while (1)
{
trig waittill ("damage", idamage);
if(idamage > 150)
{
playfx(boom, so.origin);
truck delete();
trig delete();
truck_d show();
}
}
}

2 points
1) The truck in the prefab and the pk3 I made both show
the damaged truck, before being fired on.
2) targetname, am I ment to add something here.
thanks for the help
cz_squishy
General Member
Since: Apr 15, 2007
Posts: 118
Last: Dec 1, 2008
[view latest posts]
Level 4
Category: CoDUO Level Design
Posted: Friday, Sep. 5, 2008 09:28 pm
See if there are 2 destroyed truck models and what are you shooting the truck with? It takes a lot of fire power to take it out. So try changing 150 to 50.
morgawr
General Member
Since: Dec 15, 2004
Posts: 84
Last: Dec 1, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Saturday, Sep. 6, 2008 07:07 am
the damaged truck shows and the whole truck is hidden.
I played around with the damage took it down to 5
still nothing
morgawr
General Member
Since: Dec 15, 2004
Posts: 84
Last: Dec 1, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Saturday, Sep. 6, 2008 10:53 am
and in my test map I use loads of weapons and I have an MG
in front of it, still nothing.
I don't want to come across rude, but has anyone ever got this prefab to work, squishy have you looked at the prefab,
could it be corrupt.
cz_squishy
General Member
Since: Apr 15, 2007
Posts: 118
Last: Dec 1, 2008
[view latest posts]
Level 4
Category: CoDUO Level Design
Posted: Saturday, Sep. 6, 2008 01:48 pm
just tried it out and it works fine

edited on Sep. 6, 2008 01:54 pm by cz_squishy
morgawr
General Member
Since: Dec 15, 2004
Posts: 84
Last: Dec 1, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Saturday, Sep. 6, 2008 04:00 pm
ok, so i'm doing something wrong,
1) I place prefab in my maps_source folder.
2) I make map, adding truck prefab
3) I compile map and add gsc exactly as you have writen it, not changing a word.
MAPS/MP/???.BSP.TRUCK.GSC
thanks for the help m8ty im going to try again.
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