How can we set something to only detonate if something steps over it or is driven over it
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How can we set something to only detonate if something steps over it or is driven over it
You know if there is actually something like that then I wonder where the fuck that Indiana Jones map is........
So it isnt possible?
Sorry I kinda misworded it. I don't know myself. That was just a joke really. >_>
Edit: Also are you trying to make a landmine?
you use a trigger volume and a flag.
put the trigger volume where you want the player to step to make a explosion, and name the trigger volume "step".
then make a flag were you want the explosion and name it "explosion"
make sure that your trigger volume is big enough for a warthog to fit in.
now copy this script into notpad and save it as "script.hsc" (make sure that you select "All Files" in the file type selection part)
Code:(script continuous mines
(begin
(sleep_until (volume_test_objects step (players)) 0)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 1)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 2)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 3)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 4)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 5)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 6)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 7)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 8)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 9)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 10)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 11)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 12)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 13)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 14)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
(sleep_until (volume_test_objects step (players)) 15)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
(sleep 33)
)
)
this script will to the exact same thing without waiting a second to check between each player... faster, and less data.
Code:(global short number)
(script continuous mines
(if (= (volume_test_objects step (list_get (players) number) true)
(effect_new "vehicles\scorpion\shell explosion" "explosion")
)
(set number (+ 1 number))
(if (= (> 15 number) true)
(set number 0)
)
)
yep, it will, i just got that script from EHS quickly because i was busy.
I should talk to guru... have him stick another one of my scripts in there then - lol.... he likes the many-case trees instead of the loops. On slower computers, a loop sometimes won't activate the trigger, but those case trees are really a crap shoot because of the time the script spends idle waiting between checks.
lol, he needs some more scripts for it, so give him as many as you can. V3 is looking good as well.
So this is for a weapon right =/ and Yes I am making a trip mine