December 07 2019 06:53:18
Navigation
· Home
· Articles
· Downloads
· FAQ
· Discussion Forum
· Web Links
· News Categories
· Contact Me
· Photo Gallery
· Search
· Gameservers
Languages
Users Online
· Guests Online: 2

· Members Online: 0

· Total Members: 1,057
· Newest Member: Soul of Minh
Teamspeak 3
Last Seen Users
· GONZO05:15:30
· apfelbaum09:27:17
· Confused Master10:43:54
· Intruder14:29:32
· Hoods14:59:41
· martyr17:05:15
· Homi19:04:26
· The ACE 4 days
· Croocker 5 days
· Vietmin 5 days
· sonic 6 days
· Ho Chi Minh 1 week
· ceghe 1 week
· Majorfisk 1 week
· Jimmy 1 week

View Thread: Triggering events and effects
Vietcong.Info » Vietcong General Discussion » Maps & Mapping
Who is here? 1 Guest
Current Rating: (Total: 1 rating)  
 Print Thread
Triggering events and effects
martyr
If you look at an example SCO - duplicate the SWAMP scene and test in the editor with F8 then F9...
Throw a grenade into any of the huts. It will start to burn.

How is this created in the editor? I guess there must be some way to trigger this event or effect but I cannot seem to find how to do this in my own map.

I have been able to create some explosions that randomly happen at intervals but not like the example above where a grenade for example will start the event/effect.

Anyone have any ideas or information about this please?

Thanks!
Signature________________________________________________________________________

"From every kill grow, from every death learn"
 
http://www.clanofminh.vcclan.net/minh/
Intruder
Sorry martyr, I have no idea how to do it but if I'm not wrong, I think that the "burning huts" have been disabled for the multiplayer part. I don't know the reason but it's a little bit like the M79 'bullpup" that has been disabled from the multiplayer also (for gameplay reason)...
It should still be possible to make them burn with "special scripts" I guess but it's way beyond my knowledge! Maybe someone will have more informations about that...
Anyway, I personaly have never seen "a burning hut" from a grenade in multiplayer for sure!



Intruder
Edited by Intruder on 05-08-2019 15:37
Signaturewww.vietcong.info/portal/images/ranks/Member_of_the_Month1011.pngwww.vietcong.info/portal/images/ranks/Member_of_the_Month_6.png
 
The ACE
No, in MP it doesn't work.
Look for scripts from ANDO here http://www.vietco...ead_id=226

I don't know what to do with the, where to place the Automatic Global variable in mode script.

Maybe some one can help...
Signature
home.planet.nl/~opden067/Image/headbitch1.gif
 
http://theace.favos.nl/
xhc
dont do it in MP, if u want those effects make it only in singleplayer missions
 
http://moddb.com/members/xhc
martyr
Thank you all for your comments. You are right.
Testing in the editor, they do burn but when finalised in a map, they do not so obviously disabled for MP. I did not realise.

The ACE wrote:
Look for scripts from ANDO..

I have seen those scripts and am very curious. I have a made a map with Ando's HTF mode and it works. However, some of the other scripts seem to need a script applied to an object. So how is this done for example with the destruction script?
Signature________________________________________________________________________

"From every kill grow, from every death learn"
 
http://www.clanofminh.vcclan.net/minh/
Silent Bob
martyr wrote:
However, some of the other scripts seem to need a script applied to an object. So how is this done for example with the destruction script?


VC SDK says
Scripts can be added to the object with two possible ways:

A ) The directory with the object file (.bes) contains script with the same name as the object, in this case will be the script loaded automatically. When changing the script with the game engine running, don’t forget to reload these scripts with the reload wizard!

B ) By forcing the script to the specific object in the scene initialization call to the level script with function SC_SetObjectScript – object will always use this specified script instead the existed one.

The information about the callback is stored in the s_SC_OBJ_info structure. Variable info->event_type contains the type of the message. The dynamic object script can be called in these situations: object is initializing, object is being released, the game was just loaded, time tick, object was hit, MP synchronization of the damage, object was used, mounted weapon has shot.

Silent Bob attached the following file:
vc_script_sdk096.zip [260.36 kB, 38 Downloads]
Edited by Silent Bob on 08-08-2019 13:01
 
www.vietcong.info
martyr
This is great information!
Thanks Silent Bob
Signature________________________________________________________________________

"From every kill grow, from every death learn"
 
http://www.clanofminh.vcclan.net/minh/
Jump to Forum:
Similar Threads
Thread Forum Replies Last Post
Gaming Events General Discussion 4 25-11-2017 13:31
CTF events General Discussion 23 21-09-2016 14:38
Login
Username

Password



Forgotten your password?
Request a new one here.
Render time: 0.13 seconds - 59 Queries 2,682,646 unique visits