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Thread: How to remove the blinking bombs from a map (this time Blutsturm)

  1. #1

    Default How to remove the blinking bombs from a map (this time Blutsturm)

    hey guys,

    i have a custom map i wanna test but when i play on dm the obj bombs dont dissapear... what to do to remove them?

    Code:
    // Blutsturm - dm Map
    // ARCHITECTURE: Blutlache
    // SCRIPTING: Blutlache
    
    main:
    	 $world farplane 0
             $world farplane_color (0 0 0)
    
    	exec global/exploder.scr
    
    
    	// call additional stuff for playing this map round based is needed
    
    	if(level.roundbased)
    		thread roundbasedthread
    
    // ******************************************************** 
    // ******************* NEW CODE *************************** 
    // ******************************************************** 
    
       switch (waitthread global/libmef/util.scr::get_gametype) 
       { 
          case "ctf": 
          case "ftctf": 
          case "dem": 
          case "ftdem": 
             waitthread global/libmef/bases.scr::addbasepair "-336 -2807 64.13 0 East Barracks" "-39 1328 0.12 -90 West Well" 
             break 
       } 
    
    // ******************************************************** 
    // ***************END OF NEW CODE ************************* 
    // ******************************************************** 
    
    	level waittill prespawn
    
    
            $nebelwerfer1_explosive1_explode remove 
    	$nebelwerfer2_explosive2_explode remove 
    
    	$nebelwerfer1_explosive1_$bomb remove
    	                   
    	$nebelwerfer2_explosive2_$bomb remove
    	                   
    
    	exec global/DMprecache.scr
    
    	level.script = Blutsturm.scr
    
    	exec global/door_locked.scr::lock
    		
    	setcvar "g_obj_alliedtext1" "" 
    	setcvar "g_obj_alliedtext2" ""
    	setcvar "g_obj_alliedtext3" ""
    	setcvar "g_obj_axistext1" ""
    	setcvar "g_obj_axistext2" ""
    	setcvar "g_obj_axistext3" ""
    	setcvar "g_scoreboardpic" ""
    
    	level waittill spawn
    
    	level.bomb_damage = 200
    	level.bomb_explosion_radius = 500
    	level.defusing_team = "axis"
    	level.planting_team = "allies"
    	level.targets_to_destroy = 2
    	level.dmrespawning = 1 // 1 or 0
    	level.dmroundlimit = 6 // round time limit in minutes
    	level.clockside = axis // set to axis, allies, kills, or draw
    
    	level waittill roundstart
    
    
    
    			
    	end
    
    //*** --------------------------------------------
    //*** "Axis Victory"
    //*** --------------------------------------------
    
    axis_win_timer:
    
    	level waittill axiswin
    
    end
    
    //*** --------------------------------------------
    //*** "Allied Victory"
    //*** --------------------------------------------
    
    allies_win_bomb:
    
    	while(level.targets_destroyed < level.targets_to_destroy)
    		waitframe
    	
    	teamwin allies
    
    end

  2. #2

    Default

    The targetnames are $nebelwerfer_explosive1 & $nebelwerfer_explosive2

    Not sure where "_$bomb" or "_explode" came from.

    Edit: might as well show you how I found out. I just opened the Blutsturm BSP up in a text editor and found:
    Code:
    {
    "classname" "script_model"
    "$explosion_fx" "fx/fx_nebelwerfer_explosion.tik"
    "origin" "1952.64 -646.58 32.00"
    "$explosion_sound" "explode_aagun"
    "$trigger_name" "nebelwerfer_trigger2"
    "model" "items//pulse_explosive.tik"
    "testanim" "idle"
    "target" "nebelwerfer_weapon2"
    "targetname" "nebelwerfer_explosive2"
    "angles" "0 345 0"
    }
    Last edited by 1337Smithy; November 21st, 2018 at 07:37 AM.

  3. #3

    Default

    Code:
    level waittill prespawn
    
    
            $nebelwerfer1_explosive1_explode remove 
    	$nebelwerfer2_explosive2_explode remove 
    
    	$nebelwerfer_explosive1 remove
    	                   
    	$nebelwerfer_explosive2 remove
    didnt remove the bombs

  4. #4

    Default

    I just tested by editing the script and it worked for me lol. The script isn't crashing somewhere is it?


    // Blutsturm - Objective Map
    // ARCHITECTURE: Blutlache
    // SCRIPTING: Blutlache

    main:
    $world farplane 5000
    $world farplane_color (0.75 0.74 0.64)

    exec global/exploder.scr

    level waittill prespawn

    $nebelwerfer_explosive1 remove
    $nebelwerfer_explosive2 remove

    exec global/DMprecache.scr

    level.script = Blutsturm.scr

    exec global/ambient.scr obj_team1

    exec global/door_locked.scr::lock

    setcvar "g_obj_alliedtext1" "Destroy the Nebelwerfers"
    setcvar "g_obj_alliedtext2" ""
    setcvar "g_obj_alliedtext3" ""
    setcvar "g_obj_axistext1" "Prevent Allies from"
    setcvar "g_obj_axistext2" "destroying the Nebelwerfers"
    setcvar "g_obj_axistext3" ""
    setcvar "g_scoreboardpic" "none"

    level waittill spawn

    level.bomb_damage = 200
    level.bomb_explosion_radius = 500
    level.defusing_team = "axis"
    level.planting_team = "allies"
    level.targets_to_destroy = 2
    level.dmrespawning = 1 // 1 or 0
    level.dmroundlimit = 6 // round time limit in minutes
    level.clockside = axis // set to axis, allies, kills, or draw

    level waittill roundstart

    //$nebelwerfer_explosive1 thread global/obj_dm.scr::bomb_thinker
    //$nebelwerfer_explosive2 thread global/obj_dm.scr::bomb_thinker


    //$nebelwerfer_explosive1 thread axis_win_timer
    //thread allies_win_bomb
    //$nebelwerfer_explosive2 thread axis_win_timer
    //thread allies_win_bomb

    end

    //*** --------------------------------------------
    //*** "Axis Victory"
    //*** --------------------------------------------

    axis_win_timer:

    level waittill axiswin

    end

    //*** --------------------------------------------
    //*** "Allied Victory"
    //*** --------------------------------------------

    allies_win_bomb:

    while(level.targets_destroyed < level.targets_to_destroy)
    waitframe

    teamwin allies

    end

  5. #5

    Default

    cool it works thanks!!, i uploaded the new code but didnt remove the old map file :P.

    thanks man!!

  6. #6

    Default

    Quote Originally Posted by 1337Smithy View Post
    The targetnames are $nebelwerfer_explosive1 & $nebelwerfer_explosive2

    Not sure where "_$bomb" or "_explode" came from.

    Edit: might as well show you how I found out. I just opened the Blutsturm BSP up in a text editor and found:
    Code:
    {
    "classname" "script_model"
    "$explosion_fx" "fx/fx_nebelwerfer_explosion.tik"
    "origin" "1952.64 -646.58 32.00"
    "$explosion_sound" "explode_aagun"
    "$trigger_name" "nebelwerfer_trigger2"
    "model" "items//pulse_explosive.tik"
    "testanim" "idle"
    "target" "nebelwerfer_weapon2"
    "targetname" "nebelwerfer_explosive2"
    "angles" "0 345 0"
    }
    ahh oke so u searched for targetnames in notepad++, thanks for the info!

  7. #7

    Default

    No probs

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