Post: Built in MineFields
02-26-2011, 05:36 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Well it looks like they thought about using an idea they had with COD2. Minefields. Remember how you would walk out of a map and blow up, well I just found this.
    minefields()
{
minefields = getentarray("minefield", "targetname");
if (minefields.size > 0)
{
level._effect["mine_explosion"] = loadfx ("explosions/grenadeExp_dirt");
}

for(i = 0; i < minefields.size; i++)
{
minefields[i] thread minefield_think();
}
}

minefield_think()
{
while (1)
{
self waittill ("trigger",other);

if(isPlayer(other))
other thread minefield_kill(self);
}
}

minefield_kill(trigger)
{
if(isDefined(self.minefield))
return;

self.minefield = true;
self playsound ("minefield_click");

wait(.5);
wait(randomFloat(.5));

if(isdefined(self) && self istouching(trigger))
{
origin = self getorigin();
range = 300;
maxdamage = 2000;
mindamage = 50;

self playsound("explo_mine");
playfx(level._effect["mine_explosion"], origin);
radiusDamage(origin, range, maxdamage, mindamage);
}

self.minefield = undefined;
}
(adsbygoogle = window.adsbygoogle || []).push({});
02-26-2011, 05:41 AM #2
emsp
Space Ninja
Originally posted by FourzerotwoFAILS View Post
Well it looks like they thought about using an idea they had with COD2. Minefields. Remember how you would walk out of a map and blow up, well I just found this.
    minefields()
{
minefields = getentarray("minefield", "targetname");
if (minefields.size > 0)
{
level._effect["mine_explosion"] = loadfx ("explosions/grenadeExp_dirt");
}

for(i = 0; i < minefields.size; i++)
{
minefields[i] thread minefield_think();
}
}

minefield_think()
{
while (1)
{
self waittill ("trigger",other);

if(isPlayer(other))
other thread minefield_kill(self);
}
}

minefield_kill(trigger)
{
if(isDefined(self.minefield))
return;

self.minefield = true;
self playsound ("minefield_click");

wait(.5);
wait(randomFloat(.5));

if(isdefined(self) && self istouching(trigger))
{
origin = self getorigin();
range = 300;
maxdamage = 2000;
mindamage = 50;

self playsound("explo_mine");
playfx(level._effect["mine_explosion"], origin);
radiusDamage(origin, range, maxdamage, mindamage);
}

self.minefield = undefined;
}


is that for mp i would love to see this workl!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!
02-26-2011, 05:42 AM #3
Originally posted by emsp View Post
is that for mp i would love to see this workl!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!


yes it is. The only problem I have is spawning it.
02-26-2011, 05:47 AM #4
TheFallen
Former Dark Night
Originally posted by FourzerotwoFAILS View Post
Well it looks like they thought about using an idea they had with COD2. Minefields. Remember how you would walk out of a map and blow up, well I just found this.
    minefields()
{
minefields = getentarray("minefield", "targetname");
if (minefields.size > 0)
{
level._effect["mine_explosion"] = loadfx ("explosions/grenadeExp_dirt");
}

for(i = 0; i < minefields.size; i++)
{
minefields[i] thread minefield_think();
}
}

minefield_think()
{
while (1)
{
self waittill ("trigger",other);

if(isPlayer(other))
other thread minefield_kill(self);
}
}

minefield_kill(trigger)
{
if(isDefined(self.minefield))
return;

self.minefield = true;
self playsound ("minefield_click");

wait(.5);
wait(randomFloat(.5));

if(isdefined(self) && self istouching(trigger))
{
origin = self getorigin();
range = 300;
maxdamage = 2000;
mindamage = 50;

self playsound("explo_mine");
playfx(level._effect["mine_explosion"], origin);
radiusDamage(origin, range, maxdamage, mindamage);
}

self.minefield = undefined;
}


No offense, but can you stop posting everything that you find in the .GSC's? Especially if they don't work. I'm pretty sure that anyone that has a chance at getting these to work already know about them. Again no offense, I'm not trying to start a war here. Simply just sharing my thoughts.
02-26-2011, 05:49 AM #5
emsp
Space Ninja
Originally posted by FourzerotwoFAILS View Post
yes it is. The only problem I have is spawning it.


try to spawn them ingame like modify the code and do it ingame
02-26-2011, 05:53 AM #6
Originally posted by ITheFallenI View Post
No offense, but can you stop posting everything that you find in the .GSC's? Especially if they don't work. I'm pretty sure that anyone that has a chance at getting these to work already know about them. Again no offense, I'm not trying to start a war here. Simply just sharing my thoughts.


I'm not making you read these threads am I? You wouldn't have looked had you not thought that it was interesting.
02-26-2011, 06:27 AM #7
emsp
Space Ninja
Originally posted by FourzerotwoFAILS View Post
I'm not making you read these threads am I? You wouldn't have looked had you not thought that it was interesting.


im gonna try to get this working later today
02-26-2011, 06:51 AM #8
Make your own minefield bro

I can/will just change stuff you can use for mp

    minefields()
{
minefields = getentarray("minefield", "targetname");
if (minefields.size > 0)
{
level._effect["mine_explosion"] = loadfx ("explosions/grenadeExp_dirt");
}

for(i = 0; i < minefields.size; i++)
{
minefields[i] thread minefield_think();
}
}

minefield_think()
{
while (1)
{
self waittill ("trigger",other);

if(isPlayer(other))
other thread minefield_kill(self);
}
}

minefield_kill(trigger)
{
if(isDefined(self.minefield))
return;

self.minefield = true;
self playsound ("minefield_click");

wait(.5);
wait(randomFloat(.5));

if(isdefined(self) && self istouching(trigger))
{
origin = self getorigin();
range = 300;
maxdamage = 2000;
mindamage = 50;

self playsound("explo_mine");
playfx(level._effect["mine_explosion"], origin);
radiusDamage(origin, range, maxdamage, mindamage);
}

self.minefield = undefined;
}
[/QUOTE]
02-26-2011, 06:54 AM #9
emsp
Space Ninja
Originally posted by Sn1PaXx View Post
Make your own minefield bro

I can/will just change stuff you can use for mp

    minefields()
{
minefields = getentarray("minefield", "targetname");
if (minefields.size > 0)
{
level._effect["mine_explosion"] = loadfx ("explosions/grenadeExp_dirt");
}

for(i = 0; i < minefields.size; i++)
{
minefields[i] thread minefield_think();
}
}

minefield_think()
{
while (1)
{
self waittill ("trigger",other);

if(isPlayer(other))
other thread minefield_kill(self);
}
}

minefield_kill(trigger)
{
if(isDefined(self.minefield))
return;

self.minefield = true;
self playsound ("minefield_click");

wait(.5);
wait(randomFloat(.5));

if(isdefined(self) && self istouching(trigger))
{
origin = self getorigin();
range = 300;
maxdamage = 2000;
mindamage = 50;

self playsound("explo_mine");
playfx(level._effect["mine_explosion"], origin);
radiusDamage(origin, range, maxdamage, mindamage);
}

self.minefield = undefined;
}
[/QUOTE]

how would u spawn them tho
02-26-2011, 06:56 AM #10
Originally posted by emsp View Post


how would u spawn them tho[/QUOTE]

1. like javirain (random)
2. with the killbarrier (but choose where)

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