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merlin1991
Joined: 19 Feb 2009 Posts: 4
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Posted: Tue May 12, 2009 2:47 pm Post subject: HOWTO red X on radar |
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as I noticed that on most 3rd party maps the red X on the radar isn't working I felt forced to write this:
If we look at the map script, especially the part for the bombspots we see this:
Code: | bombsiteA_crate
{
spawn
{
score 10
constructible_class 3
}
death
{
trigger game_manager bomb_detonated
}
defused
{
trigger game_manager bomb_defused
}
dynamited
{
setstate bombsiteA_crate dynamited
setstate bombsiteB_crate inactive
trigger game_manager bomb_planted
}
} |
important is the "dynamited" part, this part gets triggered when the bomb is planted
the two lines with setstate to the trick for the radar.
the first indicates to spot as planted (creates the x) and the second disables the other spot (deletes the char on the radar)
setstate changes the status of an enitity with the given targetname, so IF YOU GIVE YOUR FUNC_EXPLOSIVE A TARGETNAME LIKE t22 the radar will never work!
bombspot A has to have targetname = bombsiteA_crate
and bombspot B targetname = bombsiteB_crate
also notice that when you import map files or copy brushes (with space) the targetname gets a number at the end like bombsiteB_crate1, so whenever you import stuff or copy stuff go and check the targetnames
greetz merlin1991 _________________ "Fog is no water and no air it's something between it" Merlin
http://merlin1991.info/ |
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gonzo|Uncle Bionic
Joined: 11 May 2009 Posts: 12 Location: Under The Hood...
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