trigger effect


(nikita) #1

how do i make when i dyno something like a control panal that will make the explode after the dyno explode am not talking bout making it func_explosive and disapear am talking bout making the door make an explosion effect after dyno planted at control panal


(damocles) #2

Place some target_effects and in the scripted death routine of your destroyed object, use alertentity to activate the target_effects. You can set the spawnflags of each target_effect to set the type of explosion and what debris will come.


(nikita) #3

and how the script should look like?


(LaggingTom) #4

control_panel
{
        spawn
        {
                  wait 200
        }

        death
        {
                  alertentity boom1
                  alertentity boom2
                  wm_announce "The Allies have destroyed the Control Panel!"
        }
}

(.Chris.) #5

with boom1 and boom2 being the targetnames of the trigger_effects


(kamikazee) #6

Do those target_effects resurrect by themselves or do you need to put an alertentity in their death routine? (as the last is used to resurrect a script_mover)