
SiMuLaCrUm
Joined: Oct 25, 2006
too digital
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Posted: Jun 4, 2007 08:00 PM
Msg. 1 of 11
Is there a way to make lava burn a biped? In other words, is there a way to attach a damage_effect or whatever to fog?
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Caboose117
Joined: Jul 23, 2006
Seriously guys?
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Posted: Jun 4, 2007 08:38 PM
Msg. 2 of 11
Make a scenery with no collision that does that...
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SiMuLaCrUm
Joined: Oct 25, 2006
too digital
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Posted: Jun 4, 2007 08:41 PM
Msg. 3 of 11
But you can't attach fog to a piece of scenery, can you?
Could I just make a giant, blank box that damages?
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Caboose117
Joined: Jul 23, 2006
Seriously guys?
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Posted: Jun 4, 2007 10:21 PM
Msg. 4 of 11
You could make a giant invisible box, or blue box, or rainbow box yes. Has to have markers on it that damage though.
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Orange_Geko
Joined: Nov 19, 2005
How long since I last used this account?
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Posted: Jun 4, 2007 10:34 PM
Msg. 5 of 11
Quote: --- Original message by: SiMuLaCrUm Is there a way to make lava burn a biped? In other words, is there a way to attach a damage_effect or whatever to fog? (if (= (volume_test_object LavaVolumeTrigger (unit (list_get (players) #))) 1) (begin (effect_new_on_object_marker "weapons\flamethrower\effects\burning" (unit (list_get (players) #)) "body") (unit_kill (unit (list_get (players) #))) If the specifyed player # is in the volumetrigger LavaVolumeTrigger, then it will create the flamethrower fire effect on their body, and then kill them.. why dont people think of scripts before they start conjuring up ideas? lol
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SiMuLaCrUm
Joined: Oct 25, 2006
too digital
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Posted: Jun 4, 2007 10:41 PM
Msg. 6 of 11
Because I haven't figured out how to compile a script...
Or how to use volume triggers...
OMG i placed a volume trigger! Is there any way to make it bigger...? Edited by SiMuLaCrUm on Jun 4, 2007 at 10:43 PM
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M6dEEp
Joined: Mar 26, 2007
Pwnography
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Posted: Jun 4, 2007 11:12 PM
Msg. 7 of 11
click on the side and drag to make it bigger....
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SiMuLaCrUm
Joined: Oct 25, 2006
too digital
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Posted: Jun 4, 2007 11:43 PM
Msg. 8 of 11
OK, I'll try that. And my scripts aren't compiling. Is there a special command to use when building the cache file?
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SiMuLaCrUm
Joined: Oct 25, 2006
too digital
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Posted: Jun 5, 2007 10:07 AM
Msg. 9 of 11
Ohhhh! >.< It wasn't in the data folder....
Uhh gecko, your script is typed wrong... recompiling scripts after scenarios were merged. this left parenthesis is unmatched.: (begin (effect_new_on_object_marker "weapons\flamethrower\effects\burning" (unit (l ist_get (players) #)) "body") (unit_kill (unit (list_get (players) #)))---< ### FAILED TO COMPILE SCRIPTS FOR SCENARIO. Edited by SiMuLaCrUm on Jun 5, 2007 at 10:13 AM
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Orange_Geko
Joined: Nov 19, 2005
How long since I last used this account?
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Posted: Jun 5, 2007 11:11 AM
Msg. 10 of 11
Quote: --- Original message by: SiMuLaCrUm Uhh gecko, your script is typed wrong... recompiling scripts after scenarios were merged. this left parenthesis is unmatched.: (begin (effect_new_on_object_marker "weapons\flamethrower\effects\burning" (unit (l ist_get (players) #)) "body") (unit_kill (unit (list_get (players) #)))---< ### FAILED TO COMPILE SCRIPTS FOR SCENARIO. looks like I forgot a ) the begin needs a ending ), and (unit_kill (unit (list_get (players) #))) only has 3 when it still needs begin's ), so just add another one.. and also... # is suposto be replaced by the player number.... 0 to 15
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SiMuLaCrUm
Joined: Oct 25, 2006
too digital
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Posted: Jun 5, 2007 11:59 AM
Msg. 11 of 11
What do you mean it needs an ending )? I'm confused...
And for the players, do i just put it in 16 times with 0-15?
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