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FPSC Classic Scripts / C4 explosive script

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dustofdeath
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Posted: 15th Mar 2011 17:38 Edited at: 17th Mar 2011 18:33
Used "X10 User" free explode door scripts (few of them, replaced sound, recolored pickup huds. Added and modified code and scripts) as a base info.

Made a TNT model in 3dsmax too (also will release for FREE in model thread 1724 poly - not a big impact since its a short term item, and most polys come from the wires).

Adjusted, changed and edited.

It has 4 sec countdown (with custom sound).

First you pick up the TNT, then go to the preset location(a door, hatch etc) - press M when prompted (it will then spawn 2nd preset TNT) - run -"boom".

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Seth Black
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Posted: 15th Mar 2011 18:00 Edited at: 4th Apr 2011 00:26
:::::REDACTED BY SETH BLACK:::::

...I'm done with you people.

dustofdeath
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Posted: 15th Mar 2011 18:03 Edited at: 15th Mar 2011 18:08
Ok i added the demo map too in the post (uses only stock models etc + my pack above).

1. Create a door (or any other dynamic object u wanna blow up)
2. Create two TNT-s
3. Place one TNT on the door where u feel its right, set it isimmobile=yes, Spawn at start=no. Attach the scripts to Main - c4chargetimer.fpi, change name to c4charge
4.Place 2nd tnt somewhere to pick up and set its main script to: pickedupc4.fpi
5.Now set door main script to doorcharge.fpi
Done.
For extra results
5. also attach destroyandactivateTimed.fpi script to doors destroy, set IfUsed to explosion (or what ever ya name ur item in point 6)
6. Create small/invisible object for explosion, give it a good name, like explosion. Make it explodable, set spawn on start = no.
6.You can also set it isimmovable=yes and place the object inside the door.
Attach destroy script destroyandactivate.fpi and set spawn life = 1
7.Now you can use isused field on "explosion" to spawn a new item or door (just entity, not the functioning one) and set its values so that it liek flys away when it spawns (also set it to no spawn at start).

PS! yea - thats why i took it down, to update the files and remove one extra that shouldn't have been there.
Ill finish the test map and upload it too.
dustofdeath
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Posted: 15th Mar 2011 18:53 Edited at: 15th Mar 2011 20:41
ok, was running some tests to make sure its all ok - but i had forgot to change back a value in:destroyandactivate.fpi

subhealth for destroy. else the explosion entity wont disappear.


Ill update the main files too later, but not right now.

testgame included (all ww2 stock items so u should be able to open it).

Well there still is soem delays, its not perfectly aligned (blame the timer, cant have values lower than 1000).
tho In the c4chargetimer.fpi, set the etimergreater=5000 should fix it i think.

and a youtube eyecandy (didnt set timer to 5000 here yet tho).
http://www.youtube.com/watch?v=FQ1CqHZpeBg

just that... i placed bomb backwards lol... and door at little wrong angle perhaps so it went inside the ground.

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Seth Black
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Posted: 15th Mar 2011 21:18 Edited at: 4th Apr 2011 00:26
:::::REDACTED BY SETH BLACK:::::

...done.

dustofdeath
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Posted: 15th Mar 2011 21:29 Edited at: 15th Mar 2011 21:32
did you add the increased timer for the dummy explosive?

Yeah only thing wrong on my vid was that ghost door that somehow appeared- But looking at slow motion the explosion was sick!!
Any idea as of where the explosion decal and sound are declared?

Oh btw i found that the artillery shell in ww2 folder was awesome for the explosive object (its default explosion is good).
Seth Black
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Posted: 15th Mar 2011 21:51 Edited at: 4th Apr 2011 00:27
:::::REDACTED BY SETH BLACK:::::

...I'm done.

dustofdeath
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Posted: 15th Mar 2011 22:13
yeah well they can adjust it, it just syncs the dummy tnt with the explosion.

Also a word of caution!!!
tnt pickup script uses setvar=1 and this is global and will interfere with any other script using variables (found out the hard way - my flashlight battery dropped from 100 to 10%).

Workaround would be to create a named variable (if u use other scripts with variables): like "setvar=C4picked 1" and then "varequal=C4picked 1" - can replace C4picked with any word u want.
But u may not need to do that (2 scripts in my pack for it are
doorcharge.fpi and pickedupc4.fpi).

Hopefully thats the last of bugs i find.

Also u can change the "moving door" with a dynamic isimmobile = yes broken version of the destroyed object.
Like im using it to blow up a sever barbed cover, and spawning a broken one.


I guess u can actually even get it workign with breakable walls (if it has multiple pieces, set them all with the same name but with different angle and speed).
Seth Black
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Posted: 16th Mar 2011 00:51 Edited at: 4th Apr 2011 00:28
:::::REDACTED BY SETH BLACK:::::

...poof.

Doctor 3D
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Posted: 16th Mar 2011 01:17
Quote: "Hopefully thats the last of bugs i find."



So, safe to download? Is this thing gonna blow my hand off or what!!?


Nice job with this. I can see lots of fun possibilities.
dustofdeath
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Posted: 16th Mar 2011 19:00
yeah safe, the bugs were mainly the timing issues, now it should be synced (just follow the changes in the posts, ill pack the files again later and post updated ones.

You can use that starting with blowing up doors, cars, bars, walls etc.
dustofdeath
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Posted: 17th Mar 2011 18:29 Edited at: 17th Mar 2011 18:33

from
:plrdistwithin=60,scancodekeypressed=50:
to
:state=10,plrdistwithin=60,scancodekeypressed=50:

u could use charge on door etc without picking it up first lol.


New repacked pack in the post here with fixed scripts.

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Tony06270
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Posted: 22nd Mar 2011 19:02
[Translation english : Hello.
Have you a tutorial on how its implementation?

Thank you.]

[French : Bonjour.
Auriez vous un tutoriel sur la facon de sa mise en place ?

Merci.]
RelMayer
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Posted: 22nd Mar 2011 19:09 Edited at: 22nd Mar 2011 19:09
Are you kidding ?
Look at the third post !

Please apologize my bad english, I'm French.

ELDORA Rocks !
dustofdeath
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Posted: 31st Mar 2011 04:26
lol... Oo i was like wtf... i wrote all step by step and... theyr still askign for a tutorial -_-
sic1ne
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Posted: 31st Mar 2011 05:19
ok i followed your set of instructions step by step and when i walk up to the door and hit m to plant the tnt and detonate it the tnt does not detonate everything dissapears when i hit and hold down the m key and there is no explosion? can you please tell me what i might b doing wrong?

[imghttp://img97.imageshack.us/img97/6489/sic1ne.jpg[/img]
[/img]
dustofdeath
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Posted: 1st Apr 2011 22:08
i guess it depends what did you use as a "explosive" entity that you set Explodable= yes . Seems like not all models etc doesn't seem to show any explosive effects. Also the explosion effects are quite fast.
I know the artillery shell from default WW2 entities had a nice explosion effect.

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