antocro

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Posts posted by antocro


  1. it's a little darker in some parts but also I wanted. Trap with small cubes naprvljan deliberately that the map is a thesis, but it is not difficult to pass it. And to activate the traps I could not think of a better, so I just put that fire on the floor!

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  2. Not really, just redo the targetnames

    main()
    {
        maps\mp\_load::main();
        
        ambientPlay("unknow");
        
        game["allies"] = "marines";
        game["axis"] = "opfor";
        game["attackers"] = "axis";
        game["defenders"] = "allies";
        game["allies_soldiertype"] = "desert";
        game["axis_soldiertype"] = "desert";
     
        thread fire();
        thread spikes();
    }
    
    fire()
    
    {
    
    fire1 = getent("fire1","targetname");
    level._effect[ "fire" ] = loadfx( "fire/firelp_med_pm" );
    maps\mp\_fx::loopfx("fire", (fire1.origin), 3, (fire1.origin) + (2108, 1192, -1828));
    
    fire2 = getent("fire2","targetname");
    level._effect[ "fire" ] = loadfx( "fire/firelp_med_pm" );
    maps\mp\_fx::loopfx("fire", (fire2.origin), 3, (fire2.origin) + (2956, 1184, -1836));
    
    }
    
    spikes()
    
    {
    
    trigger = getent("trigger_spikes","targetname");
    object = getent("spikes","targetname");
    killtrigger = getent ("killtrig" , "targetname");
    trigger waittill ("trigger" , player );
    trigger delete();
    while(1)
    {
    killtrigger enablelinkto ();
    killtrigger linkto (object);
    object movez(16, 3, 1, 2);
    object waittill("movedone");
    wait(2);
    object movez(-16, 3, 1, 2);
    object waittill("movedone");
    wait(1);
    }
    }
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  3. Its full script for this trap!

    trap1()
    {
    	trig=getEnt("trap1_trig","targetname");
    	trap=getEnt("trap1","targetname");
    	hurt=getEnt("trap1_hurt","targetname");
    	trig sethintstring("Press [USE] to activate Trap 1");
    	trig waittill("trigger");
    	trig delete();
    	
    	hurt enablelinkto();
    	hurt linkto(trap);
    	
    	trap movez(80,2);
    	wait 4;
    	trap movez(80,2);
    	
    	mover movey(-320, 4);
    	mover waittill("movedone");
    	wait 6;
    }
    
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  4. Help to new error in map!

    trap1()
    {
    	trig=getEnt(trap1_trig","targetname");
    	trap=getEnt(trap1","targetname");
    	hurt=getEnt(trap1_hurt","targetname");
    	trig sethintstring("Press [USE] to activate Trap 1");
    	trig waittill(trigger");
    	trig delete();
    	
    	hurt enablelinkto();
    	hurt linkto(trap);
    	
    	trap movez(80,2);
    	wait 4;
    	trap movez(80,2);
    	
    	mover movey(-320, 4)
    	mover waittill("movedone");
    	wait 6;
    }
    

    92449327938194587147.png

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  5. Load the effect in your .csv (otherwise known as Zone Files).

     

    For example if my effect is in the fire folder and is called 'fire1' I would write this: fx,fire/fire1

     

    To get to your Zone Files it is number 4 on your compile tools list.

     

    Hope this helps.

     

    I have tried so like you said, and will not work!

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  6. I m add this script in map.gsc!
     

     thread fire();
    }
    
    fire()
    
    {
    
    fire1 = getent("fire1","targetname");
    level._effect[ "fire" ] = loadfx( "fire/firelp_med_pm" );
    maps\mp\_fx::loopfx("fire", (fire1.origin), 3, (fire1.origin) + (2108, 1192, -1828));
    
    fire2 = getent("fire2","targetname");
    level._effect[ "fire" ] = loadfx( "fire/firelp_med_pm" );
    maps\mp\_fx::loopfx("fire", (fire2.origin), 3, (fire2.origin) + (2956, 1184, -1836));
    
    }

    130001528-4.jpg

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