IM working on converting BFME1's Helms Deep mission for the BFME2 campaign. The mission basically works.
But theres 1 thing I basically CANNOT get to work.
The ladders are getting to the wall fine, the gate can only be targeted by rams, and the rohirrim arrive when they should.
The problem is with the mines on the wall.
The Uruks place the mines fin, but then the Berserkers and archers ignore them and dont detonate them.
What id like to do is give mines a power called "detonate" which deals say, 1000 fire damage to the mine itself, and detonates it. Obviously this power wouldnt be usable by players, and could only be triggered by a script in worldbuilder. But it would mean I could FORCE mines to detonate using scripts.
But my question is, how would I make a unit kill itself with fire damage?
Blowing up a mine
Started by Argolis, May 19 2006 08:54 AM
3 replies to this topic
#1
Posted 19 May 2006 - 08:54 AM
I do not kill with my hand.
He who kills with his hand has forgotten the face of his father.
I kill with my heart.
-The Gunslingers Catechism
NEEDED: Modeller/skinner and 2D artist for Wars of Arda. PM me. Please.
He who kills with his hand has forgotten the face of his father.
I kill with my heart.
-The Gunslingers Catechism
NEEDED: Modeller/skinner and 2D artist for Wars of Arda. PM me. Please.
#2
Posted 19 May 2006 - 12:34 PM
u make a new weapon similar to gandalfs word of power - set radiusdamageaffect to SELF, then set the radius to 0 and the damage to 1000, deathtype=fire
[codebox]
Weapon whatever
RadiusDamageAffects = ALLIES NEUTRALS SELF MINE
DelayBetweenShots = 5000 ; time between shots, msec
PreAttackDelay = 2600
PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target
;PreAttackFX = FX_UnSummonElvenAllies
;FireFX = FX_StandardSpawn
FiringDuration = 2000
DamageNugget ; A basic Nugget that just does damage
Damage = 1000
Radius = 0
DamageType = FLAME
DamageFXType = FLAME
DeathType = FLAME
DamageScalar = 1000000000000% NONE +MINE
End
End
[/codebox]
[codebox]
Weapon whatever
RadiusDamageAffects = ALLIES NEUTRALS SELF MINE
DelayBetweenShots = 5000 ; time between shots, msec
PreAttackDelay = 2600
PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target
;PreAttackFX = FX_UnSummonElvenAllies
;FireFX = FX_StandardSpawn
FiringDuration = 2000
DamageNugget ; A basic Nugget that just does damage
Damage = 1000
Radius = 0
DamageType = FLAME
DamageFXType = FLAME
DeathType = FLAME
DamageScalar = 1000000000000% NONE +MINE
End
End
[/codebox]
Edited by Tobi, 19 May 2006 - 12:35 PM.
#4
Posted 23 May 2006 - 01:45 AM
If you did want to have it scripted, just do a reference nearest object of type: 'Mine' to waypoint "WallPoint1" as "MineToBlow", then follow with a Unit command of deal damage.
The only advantage a script in your map will have, is you can put in conditions like no enemy within radius, and friendly fire units within a larger radius. Or whatever you like. Heck, add a timed event that only checks every 35s or so, so that it appears random. Or script a particle object once the mine is found, and have it go off 10 seconds later.
Don
have a great day
The only advantage a script in your map will have, is you can put in conditions like no enemy within radius, and friendly fire units within a larger radius. Or whatever you like. Heck, add a timed event that only checks every 35s or so, so that it appears random. Or script a particle object once the mine is found, and have it go off 10 seconds later.
Don
have a great day
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users