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  1. #11
    That is exactly what I’m looking for. Thank you very much.

  2. #12
    Administrator Major_A's Avatar
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    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
    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?
    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 not
    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



  3. #13
    Administrator Major_A's Avatar
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    @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
    Last edited by Major_A; 05-30-2019 at 04:38 AM.



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