Obsidian-Jovani Posted May 16, 2003 Posted May 16, 2003 *Note: I tried the search, but in all the results it didn't answer my question. ************************************************** Ok. Func_breakable #1 drops from the ceiling on top of a Func_breakable #2. I need both of them to destroy themselves when they hit each other. How do I do this? Here is the code to drop func_breakable #1: //Generated by BehavEd rem ( "stalagmite01 Script" ); rem ( "Script by: Obsidian-Jovani" ); affect ( "stalagmite01", /*@AFFECT_TYPE*/ FLUSH ) { rem ( "Move stalagmite01 to ref_tag stalagmite01_stop" ); move ( $tag("stalagmite01_stop", ORIGIN)$, $< 0 0 0 >$, 1000.000 ); } I tried placing a Trigger_once & then a trigger_hurt on top of fun_breakable #2 and targeted both brushes to destroy, but it didin't work. Is there something I can add in the script? Ideas?
Leslie Judge Posted May 16, 2003 Posted May 16, 2003 An idea: after move put in the following: wait ( 1000 ); use ( "stalagmite01" ); use ( "stalagmite02" );
Obsidian-Jovani Posted May 16, 2003 Author Posted May 16, 2003 I'll try that out. I'm also thinking about using the set command SET_HEALTH and see if it'll affect the stalagmite that way too.
Obsidian-Jovani Posted May 16, 2003 Author Posted May 16, 2003 Bah. I tried to SET_HEALTH to a negative, but it just made the func_breakable invincible. Quote An idea: after move put in the following: wait ( 1000 ); use ( "stalagmite01" ); use ( "stalagmite02" ); Then I tried your idea Leslie, but it still didn't work. Any more ideas?
Leslie Judge Posted May 16, 2003 Posted May 16, 2003 A little. Put those 3 lines after the whole affect.
Obsidian-Jovani Posted May 16, 2003 Author Posted May 16, 2003 Quote Originally posted by Leslie Judge Put those 3 lines after the whole affect. Well I did that, but it still failed to blow up. rem ( "stalagmite01 Script" ); rem ( "Script by: Obsidian-Jovani" ); affect ( "stalagmite01", /*@AFFECT_TYPE*/ FLUSH ) { rem ( "Move stalagmite01 to ref_tag stalagmite01_stop" ); move ( $tag("stalagmite01_stop", ORIGIN)$, $< 0 0 0 >$, 1000.000 ); } wait ( 1000.000 ); use ( "stalagmite01" ); use ( "jumpblock01" ); Could my ref tag be in the wrong place? I ask this because right now stalagmite01 kinda sinks into jumpblock01 a few units. I also tried using: kill ( "stalagmite01") but that failed too.
Obsidian-Jovani Posted May 17, 2003 Author Posted May 17, 2003 Grrr. It seems like the USE command would work. I wonder if something is wrong in my func_breakable properties. Here is what I have on them: Stalagmite Key: script_targetname Value: stalagmite01 Key: splashDamage Value: 25 Checkboxes IMPACT & NO_EXPLOSION ************* jumpblock Key: script_targetname Value: jumpblock01 Key: material Value: 4 Key: radius Value: 2 Key: delay Value: 1 Checkboxes IMPACT Should I be using paintarget too? Ideas?
Tigris Posted May 17, 2003 Posted May 17, 2003 Ok, MP-Mapping idea, but anyway: When triggering the first stalagnite- stop the time it takes for it to drop to the second one. Then make the first trigger trigger the second one (just include the wait-command) you should get it to time pretty good- given the wait are 100th of a second.... Just my 2 cents...
Leslie Judge Posted May 17, 2003 Posted May 17, 2003 Nah, OK, I get it. To affect something in a script you need a script_targetname. And you have it right. BUT to use something, even from a script, you need a targetname.
Obsidian-Jovani Posted May 17, 2003 Author Posted May 17, 2003 Quote Originally posted by Leslie Judge Nah, OK, I get it. To affect something in a script you need a script_targetname. And you have it right. BUT to use something, even from a script, you need a targetname. L.J. you are a God send. Thanks so much. It works great now.
Emon Posted May 20, 2003 Posted May 20, 2003 It'll take some guess and check to find the right time, but this is all you need: Func_breakable1 ---> target_relay for x amount of time ---> func_breakable2
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