That is exactly what I’m looking for. Thank you very much.
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That is exactly what I’m looking for. Thank you very much.
I was trying to find you an example the other day when I saw your post, but I couldn't find the name of the map we play all the time, but I'll show what I asked one of our players, he couldn't remember either
I know you found what your looking for, but I was going to ask you if you had a copy of Phils Mods....It has stand alone det plungers in it, but idk if it's in the repo or notQuote:
map that has allied and axis sewer manhole entrance, one street,
but allies go down one side and blow up walls with the det plungers?
and didn't know what your going for...just in case Here is a copy of mine, If I remember right it sets up det plungers on Southern France as an example, but wanted to find the map for you
because it would show how it was used in a custom map
Phils Mods
https://www.dropbox.com/s/48mhsm1zbh...0mods.rar?dl=0
The next time we play that map, I'll try to remember to post it so you can tear it apart and look at it
@1377Smithy or anyone
Try this for fun, alter it, make it better
For mohdm4 - Crossroads
adds a bush to a player for camo lol
also adds 25HP to your health so you have 125 health
Code:exec global/non_moving_camo.scr ( -651 4487 298 ) //west end in wagon
exec global/non_moving_camo.scr ( 842 -950 480 ) //2nd floor east end
make global folder file non_moving_camo.scr
inside put this
Code:main local.camo:
////////
//exec from mohdm2 scr
//camoflage
//exec global/non_moving_camo.scr ( -2175.13 604.33 480.18 ) //tank road, middle building building, top floor <<--line from scr file
///////
local.commander = spawn script_model model player/german_Panzer_Tankcommander.tik origin local.camo
local.commander notsolid
local.commander.scale = .25
// local.commander.angles = ( 180 90 0 )
local.commander light 1 1 0 25
local.commander rotatey 50
local.camotrig = spawn trigger_use
local.camotrig.origin = local.camo
local.camotrig setsize ( -50 -50 -50 ) ( 50 50 50 )
while(1)
{
local.camotrig waitTill trigger
local.commander hide
//action done to player
local.player = parm.other
local.player fullheal
local.player hurt -25 // extra health
local.player iprint "->You are now camouflaged!!<-"
local.player iprint "Say your prayers!"
// local.player stufftext "say ->I'm camouflaged!!<-"
// local.player hide //enable this to morph player
////////////////////////////////////////////guide/////////////////////////////////////////
//self attachmodel local.object "Bone here" scale "Targetname" 1 -1 -1 -1 -1 ( how far off that bone )
//$Targetname.angles = ( angles of the object )
///////////////////////////////////////////////////////////////////////////////////////////
local.player attachmodel "models/static/bush_full.tik" "Bip01 Spine1" .2 ("vest_back" + local.player.entnum) 1 999 0 999 0 ( -2 0 -1)
$("vest_back" + local.player.entnum) angles (180 90 90)
$("vest_back" + local.player.entnum) notsolid
//$("vest_back" + local.player.entnum) scale .2 //1
local.player attachmodel "models/static/bush_full.tik" "Bip01 Spine1" .2 ("vest_front" + local.player.entnum) 1 999 0 999 0 ( -2 1 -1)
$("vest_front" + local.player.entnum) angles (180 90 90)
$("vest_front" + local.player.entnum) notsolid
//$("vest_front" + local.player.entnum) scale .2
local.player attachmodel "models/static/bush_full.tik" "Bip01 L Calf" .2 ("vest_leftleg" + local.player.entnum) 1 999 0 999 0 ( -2 1 -1)
$("vest_leftleg" + local.player.entnum) angles (0 0 90)
$("vest_leftleg" + local.player.entnum) notsolid
//$("vest_leftleg" + local.player.entnum) scale .2
local.player attachmodel "models/static/bush_full.tik" "Bip01 R Calf" .2 ("vest_rightleg" + local.player.entnum) 1 999 0 999 0 ( -2 1 -1)
$("vest_rightleg" + local.player.entnum) angles (0 0 90)
$("vest_rightleg" + local.player.entnum) notsolid
//$("vest_rightleg" + local.player.entnum) scale .2
local.player attachmodel "models/static/bush_full.tik" "Bip01 Pelvis" .2 ("vest_rearend" + local.player.entnum) 1 999 0 999 0 ( -2 1 -1)
$("vest_rearend" + local.player.entnum) angles (0 0 90)
$("vest_rearend" + local.player.entnum) notsolid
//$("vest_rearend" + local.player.entnum) scale .2
//After you have the model attached to the player, add this before the explosion part.
local.oldteam = local.player.dmteam
while(IsAlive local.player && local.player.dmteam == local.oldteam) {waitframe}
if(local.player.dmteam == local.oldteam) // player didn't change change teams, must have died
{
// Visual effect, does no damage
// exec global/model.scr (local.player.origin + (0 0 48)) models/fx/barrel_gas_destroyed.tik 2
// wait .25
// exec global/model.scr (local.player.origin + (0 0 48)) models/fx/barrel_gas_destroyed.tik 4
//spawn script_model model models/fx/grenexp_snow.tik
exec global/model.scr (local.player.origin + (0 0 48)) models/animate/fx_cratedebris_0.tik 2
wait .25
exec global/model.scr (local.player.origin + (0 0 48)) models/animate/fx_cratedebris_0.tik 4
wait .25
exec global/model.scr (local.player.origin + (0 0 48)) models/animate/fx_cratedebris_0.tik 6
// Scan for players in blast radius. Do 200% damage to victims.
////////////////////////////////////////////////////////////////////////////////
// for(local.p = 1; local.p <= $player.size;local.p++)
// {
// if(local.player cansee $player[local.p] 360 350 && $player[local.p] != local.player)
// {
// $player[local.p] damage local.player 200 local.player (0 0 0) (0 0 0) (0 0 0) 0 1 9 -1
// waitframe
// if($player[local.p].health == 0) {$player[local.p] iprint "You were killed by a Suicide Bomber!" 1}
// }
// }
// Player dead, explosion done, reset for next player
}
///////////////////////////////////////////////////////////////
$("vest_back" + local.player.entnum) delete
$("vest_front" + local.player.entnum) delete
$("vest_leftleg" + local.player.entnum) delete
$("vest_rightleg" + local.player.entnum) delete
$("vest_rearend" + local.player.entnum) delete
local.commander show
//local.player show //enable if morphing
}// while loop
end
This was a test I was doing that never got around to furthering it along into....
what I was going to do with this, is mod a stock map with this using different objects.
Each object would add another amount of health and attach it to the player building a suit of armor so that player could withstand a higher amount of damage.
When player dies using this, he explodes with cratelid debris/wood.
The global file named "non-moving" is because I modified this from my Akmed Suicide Bombpack that also has a version that rotates to different locations on the map.
I noticed my son playing Fortnight awhile back. Saw him running around with a bush on him like camo...pissed me off, they took my idea lol
I should add this to the blog section and put Akmed bombpack in there too :party: