Question about explosives


(Lock Ness Monster) #1

ok, i didnt know quite what to search for, so i decided just to post it. I have 2 questions

First off, i remember in the Oasis map you had to blow up both guns to win, is there a limit on how many objectives you can have like that. I want to make a map that has 3 or 4 in it so im just curious about if there is a limit or not.

Second, I know how to make explosive objectives like those, but how do u fix it where you have to blow up all of them to win? Is it just in the script or do you have to add something in Radiant?


(]UBC[ McNite) #2

@ 2: that s scripting work with accums. Look at oasis script.

@ 1: the limit is what you can script I d say.


(Lock Ness Monster) #3

ok, about the accums, how can u read those, i dont fully understand the purpose of them and all


(thegnat) #4

There is a limit for TOIs (18 per map) - so you won’t come into trouble if you dont have 14 other items that require a TOI (eg. commandpost, health/ammo cabinets).

If I remember right, there was a good, short explanation about accums in Socks LDR Appendix A. They act like local/global variables.


(The Wanderer) #5

found this
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=5677&start=43&postdays=0&postorder=asc


(Lock Ness Monster) #6

Ill take a look at that as soon as i can, i sort of got tied up in a water pump lol. I used Socks LDR to help me make one, but i noticed that the sound didnt work for it that came by the script, something like enablespeaker or something like that. Does that mean that i need to have a target speaker in my level close to the pump that gets triggered by the script or what? This is in my practice map, not the one im working on mind u


(TFate) #7

For the sound to work you need to make a .sps (extension could be wrong) file in etmain/sound/scripts. Scroll down of the water pump LDR page to find what’s needed.


(Lock Ness Monster) #8

what is a .sps? also i saw something about in the beginning of the Oasis that said something like disablespeaker and all, so what im asking, how exactly do u trigger a speaker to go on and off?
Also ive got a func_button that triggers 4 lights to start blinking (an alarm), but i want it to trigger a speaker to, how do u set it where the speaker only works when the lights blink?


(TFate) #9

In the script the commands are

enablespeaker <speaker targetname>

and

disablespeaker <speaker targetname>

An .sps file is like a .script file except it goes in “etmain/sound/maps”. Check the LDR for examples. I think that if you use a .sps file you do NOT need target_speakers. Not 100% sure on this.


(thegnat) #10

For creating your .sps, check this part of the LDR: Speakereditor.

If you use target_speakers in combination with enable-/disablespeaker, you won’t get very happy - it doesn’t work. Use alertentity instead.