I'm making a assault map... and ad 1 point you have to blow up a wall, by bringing a bomb to the wall.
I already made it able to pick up a bomb and bring it to the wall (like the AS-junkyard pickup) and the wall is a destroyable objective.. which is triggered after you brought the bomb to it
but now I want it that if you brought the bomb to the wall a explosion occurs (the bomb explodes)
And because of that the wall will be destoyable after the bombingrun is completed it will be destroyed in the blast....
But how do I set up a trigger to cause an explosion when the bombing run is completed?
ok this is a screeny from my problem
The objectives work (you can bring the bomb from the beach to the wall and after that the wall comes distroyable) but I want a trigger the causes a explosion(maybe a xEmmiter) when the first objective is completed
So now you know at end it will look at event :boom
Now tag boom to a sequence set up as explosion animation..
By watching vtms you will know how and you should be ok
And it dose help if were wall blasts is chunks of static set to full wall as movers ..extra tip
Id like to blow many things up but have not got to it yet…..vtms make it very easy just watch them once or twice ,they very well done pity new vtms did not com with every copy of ut2004 :| ,but if you think about things you can come up with solutions some may work some may not but how will you know if you don’t try :P
But blowing up the wall isn't the final objective, I made it that by blowing up the outer wall the attackers can infiltrate the base.. I just made it the way that when it is destroyed it change in the brokenwall mesh (it must be like the first objective in As-fallencity or the trailer doors in As-convoy)
And I can't watch the vtms from 3dbuzz because I can't seem to get the stars from the starsystem
The wall shouldn't be a destroyable objective. Instead make it a mover with it's 2n'd postioion out of the playable portion of the map (underground?) and give it a move time of zero. Make some network emmiters or copy them from another AS map and then put in a ScriptedTrigger that when triggered waits a few secs and then triggers the wall and emmiters. You'l probably also want not just a flat edged explosion so make another mover that moves in and looks the same as the wall except with a hole blown in it.
thanks... Lol that is just what I did... made a mover of the wall that moves underground and is replaced by the brokenwall static mesh (that all is triggered by and scripted trigger that is activated when the first objective is completed) now I only need to know how to make a triggered explosion that damages the players nearby... but thanks for the help :up: