Read my bottom post please.
SOLVED: GENERATOR STOPPING PANZERS SCRIPT THING!
You could try this: (Give the target_explosion a scriptname “bombs” and a targetname “bombentity”)
bombs {
spawn {
wait 300
accum 0 set 0
}
trigger gobOOm {
//Bombs can't be blown up twice
accum 0 abort_if_equal 1
accum 0 set 1
alertentity bombentity
// Hide bomb models
setstate bombmodels invisible
}
}
panel1 {
spawn {
wait 200
constructible_class 3
}
death {
trigger bombs gobOOm
wm_announce "Allies have blown the panel!!! ^1Nooooooo!!!!"
}
}
sweet the explosing worked PERFECTLY … but the bombs didnt dissapear :S i gave them scriptname bombmodels but they stayed :S
They need a targetname “bombmodels” to be referenced from the script, scriptnames are only necessary when you want to attach a ‘script block’.
i gave them one… still didnt work 
wait! does it matter if they are misc_models or misc_gamemodels?
As Loffy allready kicked off: misc_models can’t be removed from script, misc_gamemodels can though.
misc_models can’t be removed from script…
target misc_model @ scriptmover and then you can remove it by script.
Yay!!! it worked!!! thanks sooooooooooo much BUT (lol)
how can i make it so when you blow up generator:
1: it stops a speaker (generator buzz) ?
2: it stops a shooter_Rocket ?
My script:
}
gen1 {
spawn {
wait 200
constructible_class 3
}
death {
setstate gpan invisible
wm_announce “Allies have blown the generator!!! ^1Guard Panzers Disabled!!”
}
}
gpan = shooter_rocket AND the buzz sound
gen1 = generator
the script doesnt stop the shooter_rocket OR the buzz
please help! then my map will be PERFECT (ish)
About the sound, I would use speaker scripts:
http://simland.planetquake.gamespy.com/ldr1_1/speakereditor.htm
enablespeaker <targetname>: turns on a looped speaker on execution (speaker's looped flag must be 'off' or it will play)
disablespeaker <targetname>: turns off a looped speaker on execution
In short, a speaker that is enabled at match-start and disabled when the thing is dynamited.
About the shooter, I would use a func_timer that fires a target_script_trigger that fires a script. This script fires the shooter (alertentity) but only if accum X is 0.
Accum X is set 0 when match starts. When the thing is dynamited, accum X is set 1.
So, the func_timer would continue to fire but the script will not be executed and the misc_shooter will not fire its deadly stuff.
//Loffy
Please dont edit your post when people have replied to it. I have no clue what this thread is about.
I believe the shooter would stop if you set its state to invisible, or would set the timer’s state to invisible. (See setstate script statement)
the shooter doesnt stop when its invisible… or killed :S
oh and loffy? could you please explain the shooter bit a bit less… well… complex?
And does the shooting stops when the func_timer is hidden?
If not: Loffy means to set up a func_timer so that it points to a target_script_trigger.
Each time the timer “fires”, the target_script_trigger then calls a script trigger. In that trigger, you can check if the shooter should fire or not, and if it does, make it shoot by using
alertentity shooter
from that trigger.
could you please explain the script the target_script_trigger triggers?
Hey, Psyco_Mario just try next time when edting your post to keep the original information there so when people use the search button and get this thread it might help them.
ok sorry :S
-=-=-=-
OMG I AM SOO SORRY FOR WASTING YOUR TIME!
the reason it didnt work is because i forgot the parget name on the panzers, so it didny stop them… change it… and now it works… now for the speaker :S
