Hello,
I’m trying to fix 1944 Huertgen Forest… For now it is better on all points (Bug free, nothing’s missing, better performances), and I’m trying to add the flash and firing sound for the AT-Gun.
I tried to make it the Oasis way, with the speaker editor and all. The whole thingy, with the damage trigger check (Need 1 Axis at ATG, and both Tank and at least an Allied player at the target location to shoot), starts after Tank get stolen (accum 4 set to 1). Done this way, both flash/sound (I guess for sound, I don’ t ear it) are triggered only if an Axis player stands near ATG after Tank get stolen.
I checked the other entities, the ones working the way I want them… They’ve all the same scriptname (atg_blast) and the same targetname (atg_blast_boom), so I tried the same with the misc_model (Was expecting it to not work anyway…), added a target_speaker with also same scriptname/targetname, but doesn’t work…
I would like to know if I can make the flash and sound triggered only when what I said in second paragraph happens, but I don’t know how are working the triggers in the script… 3 days I’m on it so I finally post here.
Some details, such as map script related part:
// ************************************************
// ******************** AT GUN ********************
// ************************************************
aagun_1_model
{
spawn
{
wait 200
faceangles 0 195 0 300
}
}
// atg_flash
// {
// spawn
// {
// wait 150
// setstate atg_flash invisible
// }
// trigger Yippie
// {
// setstate atg_flash default
// trigger self sound_shot
// wait 100
// setstate atg_flash invisible
// }
// trigger sound_shot
// {
// togglespeaker atg_shoot_sound
// }
// }
atg_smoke
{
spawn
{
wait 300
attachtotag aagun_1_destroyed Regroup04
setstate atg_smoke invisible
}
}
aagun_1_clip
{
spawn
{
wait 200
trigger aagun_1_clip setup
constructible_class 3
}
trigger setup
{
setstate aagun_1_destroyed_clip invisible
setstate aagun_1_destroyed invisible
setstate aagun_1_model default
}
death
{
setstate aagun_1_destroyed_clip default
setstate aagun_1_destroyed default
setstate aagun_1_model invisible
setstate atg_smoke default
trigger at_blast destroyed
wm_announce "Allies have destroyed the Anti Tank Gun!"
// *----------------------------------- vo ------------------------------------------*
wm_removeteamvoiceannounce 0 "1944_huertgen_axis_pak_defend"
wm_removeteamvoiceannounce 1 "1944_huertgen_allies_pak_destroy"
wm_teamvoiceannounce 0 "1944_huertgen_axis_pak_destroyed"
wm_teamvoiceannounce 1 "1944_huertgen_allies_pak_destroyed"
// *---------------------------------------------------------------------------------*
}
}
at_blast
{
spawn
{
wait 300
trigger at_blast setup
}
trigger setup
{
setstate at_blast_alliedtrigger invisible
}
trigger enable
{
accum 4 set 0
// trigger atg_flash Yippie
setstate at_blast_alliedtrigger default
}
trigger disable
{
accum 4 inc 1
accum 4 abort_if_less_than 4
setstate at_blast_alliedtrigger invisible
setstate at_blast_boom invisible
}
trigger destroyed
{
setstate at_blast_alliedtrigger invisible
setstate at_blast_axistrigger invisible
setstate at_blast_boom invisible
setstate at_blast_toi invisible
}
}
at_blast_enable
{
trigger check
{
trigger at_blast enable
}
}
at_blast_disable
{
trigger check
{
trigger at_blast disable
}
}
The commented part, atg_flash, was for the misc_model. As said, did it like on Oasis
But doesn’t work the same way on this map…
The other entities are trigger_multiple (target = at_blast_boom) and several target_effect (And one target_speaker) = targetname at_blast_boom.
If you really need the map source or whole script, I’ll send it by PM…
I would like it to be complete, that’s the only thing left on to-do list, bot files and all are done… Just this 
