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This tutorial assumes some basic knowledge, of
the use of MohRadiant. We will build a map, that can
be played ingame, from the Multiplayer Menu. This enables
the user to fully understand, how exploders are set-up,
and then expand that knowledge, to the scripting of
objective maps, utilizing the scripts that come with
Mohaa.
The first script to be used, will be the exploder.scr
in the global folder in your Mohaa/main folders. Do
not worry if you do not have the folder, as it is inside
the Pak0.pk3 file, which is just a zip file, so open
it with WinZip or WinAce and view the files. It would
be advisable to extract at least the Pak0.pk3 file to
a folder (preferably 'Mohaa/main/'), as it will make
the selection of models easier.
First we need to build a basic room (read the first
room tutorial), for a multiplayer map. Having built
the room, it is time to add the items. Right click the
mouse in the view window (not the camera view) and select
'info/player/start'. This will be our Spectator start
position (in Multiplayer maps). Do the same for a 'info/player/
allied' and 'info/player/axis' followed by a 'light'
or two.
The first entity to add will be a scripted_object,
again right click in the view window and select script/object.
Press the 'N' key for eNtity, and bring up the entity
console ( Sometimes it pays to deselect the entity and
then select again [press shift and click entity]). We
need to set up the object. First set the targetname
as exploder, and the '#set' as 1 ,by typing the key
[targetname] and the value [exploder] into the text
fields. Next we need to select the model that the scripted
object is to display. Either press the model button
and search for the desired model, or just type in the
path. (Note, if you extracted the pak0 file to a different
directory, then the path must be cleared of everything
before models/statweapons/flak88turret.tik or the editor
will not display the model, and mohaa will not load
it. You can also change the direction the object faces,
by clicking the angle buttons, or type angle[key] and
(value in degrees)[value].( I have found that if you
do not deselect first, then the object may not draw
in the direction set, but angle 0 instead.)
Now we need to add another scripted object. First we
need to press 'Esc' to de-select the other object. Now
add a script object and targetname as explodersmashed,
same #set number (1), and the model of models/statweapons/flak88_d.tik
. This is the destroyed model, and needs to be placed
in the same place as the exploder. Occupying the same
space. Next we add a script model. Set the targetname
as exploderfire, and the #set as 1. Select 'models/emitters/explosion_mine.tik'
model. Move the entity to the position you want the
emitter to work from ie: under the gun.
The exploder script, allows for projectiles to shoot
out of the explosion. you set this up by adding another
script object. Give it a targetname of exploderchunk,
#set as 1, and (for this tutorial) I used the models/projectiles/bazookashell.tik
model. Next we add a script origin. This gives us a
point to shoot the projectile towards. Deselect all
objects. select exploderchunk first, then holding shift
still, click on the script origin. Both should be selected(the
order of selection is important). Now press 'CTRL k'
to join the exploderchunk to the script origin. You
should see a blue line( with an arrow pointing in direction
of travel). The editor assigns a targetname to the script
origin, and sets the target in the exploderchunk. Repeat
the above for as many projectiles as you need.
Soon, it will get a little crowded, and it seems, as
though you just can't select that object. You can of
course still access the object if you know the targetname
you gave it. Select Menu--Edit/Entity Info. Then by
clicking on each script_object, you get info on that
object. Keep going until you get to the one you want,
then click select and then close (close gadget doesn't
work). Now the object is selected , it can be manipulated.
Another way to select groups of objects, is too draw
a box around the objects, that completely encloses the
objects. Then choose the Menu---Selection/Select Inside.
All the objects should be selected.
Next we need to set up a trigger, which will set off
the bomb. Add a trigger/use entity and set it as triggerable(
won't work otherwise). Next set the setthread[key] to
explode_my_bomb[value] and we are almost there. Move
the trigger to a place where you will be able to remember
where it is (they are invisible ingame).
Save the map as exploder_tutorial.map. Compile the
map (Bsp,Vis and Light). Copy the exploder_tutorial.bsp,
exploder_tutorial.scr and exploder_tutorial_precache.scr
to your mohaa/main/maps/obj folder.
Start the game , select Multiplayer, then select start
(not join) game, and select objective maps. Next select
maps/exploder_tutorial. Next click start. If the exploder
has already gone off, when you start the map, then you
may not have everything set correctly.
You can load the exploder_tutorial.scr file into Notepad
then view the basic setup for a Multiplayer map. The
main part, that we are interested in is the usage of
the exploder.scr script. You must run the exploder script,
when you first start your map, as it has to set-up all
the Sets of exploders, as well as hide all the destroyed
models. I put it as the first line after the main: tag.
Next we told the trigger to setthread explode_my_bomb
which is a thread inside exploder_tutorial.scr script
file. When the trigger is used ( default 'e' I think)
then this script is run.
explode_my_bomb:
iprintlnbold_noloc "Bomb has been set , 10
seconds to detonation"
wait 2
iprintlnbold_noloc "8"
wait 2
iprintlnbold_noloc "6"
wait 2
iprintlnbold_noloc "4"
wait 1
iprintlnbold_noloc "3"
wait 1
iprintlnbold_noloc "2"
wait 1
iprintlnbold_noloc "1"
wait 1
exec global/exploder.scr::explode 1
iprintlnbold_noloc " The bomb will go off
again, but no swapping of models"
end
The 'iprintlnbold_noloc' command sends the text to
the screen as a message under the compass ,ingame. Wait,
waits for the specified time in seconds. Then the exploder
script is called by the line
exec global/exploder.scr::explode
1
which means EXECute the global/exploder.scr script,
specifically the EXPLODE thread, sending a parameter
of 1 ( the set you want to blow up ).
In the next tutorial, we explore the usage of the obj_dm.scr
script, as we try to set up objectives. Go to Setting
Up Objectives.
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