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Author Topic: Checking if a charge has blown  (Read 1369 times)

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seanver

  • Guest
Checking if a charge has blown
« on: 08 Sep 2002, 21:23:01 »
Is there any way to know if a player has blown a stachel charge?

Kaliyuga

  • Guest
Re:Checking if a charge has blown
« Reply #1 on: 08 Sep 2002, 22:50:40 »
Put something nearby that you know will get damaged from the blast , that would be one of the easiest ways that comes to mind ...

then have your trigger activate when that object is destroyed

seanver

  • Guest
Re:Checking if a charge has blown
« Reply #2 on: 08 Sep 2002, 23:09:05 »
That's the problem. I want to check if you blow the charge. If you do and the objective doesn't get dammaged, then you fail the mission. If it blows and the objective is destroyed, you pass the mission.

Kaliyuga

  • Guest
Re:Checking if a charge has blown
« Reply #3 on: 08 Sep 2002, 23:31:43 »
if you miss with a satchel charge there's something seriously wrong with that player...LMAO ;D
If they can't get that right forget failing the mission, they should just be shot in tha head by one of their own men for being so inept.
never came across that one before... so you got me.. LOL
« Last Edit: 08 Sep 2002, 23:34:27 by Kaliyuga »

Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:Checking if a charge has blown
« Reply #4 on: 08 Sep 2002, 23:41:11 »
 :D If ya wanna check wether a building/object has been blown up or not,
then screw the satchel-blow-up-detection and simply use some trigger :

Cond. field
!(alive (object 13234)) && Player Ammo "PipeBomb" < 3

This trigger would fire (I hope) when the building (with the object-ID 13234) is history
AND you (player) have less then 3 satchels left.

Just click on the obj. ID button in the editor (ya need the RES upgrade to do this)
and zoom in to find the ID# of the building.

...or simply NAME the thing if it's a custom placed object.

GetDammage MyBuilding >=0.8 AND MyGuy ammo "PipeBomb" <=2

som'n like this could work I guess  :)


Kaliyuga

  • Guest
Re:Checking if a charge has blown
« Reply #5 on: 09 Sep 2002, 00:39:24 »
sounds good to me.. now you just have to figger an alternate condition for the his objective failed part.. that's the sticking point...  ???   How could you check if the satchel charge has gone off.. but the building isn't damaged.. or isn't totally damaged

Gameer_77

  • Guest
Re:Checking if a charge has blown
« Reply #6 on: 09 Sep 2002, 11:30:19 »
Could you not do as Kaliyuga first said, and put something nearby when the player has < 3 satchels?

Condition:Player Ammo "PipeBomb" < 3
Onactivation:Detector setpos [getpos player select 0, getpos player select 1, (getpos player select 2) -1]

Other trigger
Condition: Getdammage Detector > 0
OnActivation: Hint "Satchel Set off"

8)PEACE