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Landmines

 
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RexHunter99
Diehard Founder


Joined: 19 Dec 2008
Posts: 8
Location: Australia

PostPosted: Fri Dec 19, 2008 10:16 pm    Post subject: Landmines Reply with quote

So okay, I've yet to procure this event... sadly it was lost when I reformatted my PC, but here is the simple theory behind how to do it.

Version: Any trespasser executable.

Method 1:
Okay, we need to use a trigger or two here, now the first method that comes to mind is a location trigger, all we do is detect if Anne entered the trigger, and if she did use the appropriate ActionTypes to damage Anne and to apply a force push to her, now the push requires a hidden object with the Y axis pointing skyward (the green arrow that is) and we need to apply enough damage and force to make it look cool, eg; blow her sky high and kill her.

Method 2:
The other method is slightly more tricky but does not require a new trigger for every land mine and even allows for easy teleporting of 'effect' billboards.
We will need to have an object for the land mine, a simple disc or square will do, now we also need this to be a solid instance we can touch in game, therefore it must be tangible.
Once they work like a solid object, give them their own SoundMaterial, eg: "landmine" if the sound does not exist then the engine shouldn't play it and we should technically be safe from the horrible bouncy sound.

All righty, now we just need to have a push object and a trigger that detects a collision between Anne's foot and the sound material 'landmine' I don't remember the exact script or names for this but if you skim over the TScript reference, you are sure to find what you need.

Same rules apply here as they did in Method 1, apply push and damage.


There, a landmine, enjoy blowing yourself to hell.

Now, before you whine about Dinosaurs, you should probably know that It's impossible to keep track of what Dinosaur stepped on what, so we need to make sure that either, 1 there is only 1 dinosaur in that area or 2 we don't use them at all and focus on forcing the player to concentrate on the mine field.
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Draconisaurus
Diehard Founder


Joined: 18 Nov 2008
Posts: 1
Location: Iowa City, IA

PostPosted: Sat Dec 20, 2008 2:00 am    Post subject: Reply with quote

Yes yes.. It is possible to have dinos activate them, and not too difficult if you limit what dinosaurs can access that area, but yes it requires a little more scripting. As for the sound material collision, that's cool except it doesn't *really* work because that collision detection will not relay the info of which mine was hit, which is needed to teleport the explosion plane. Wink
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