If you look at an example SCO - duplicate the SWAMP scene and test in the editor with F8 then F9...
Throw a grenade into any of the huts. It will start to burn.
How is this created in the editor? I guess there must be some way to trigger this event or effect but I cannot seem to find how to do this in my own map.
I have been able to create some explosions that randomly happen at intervals but not like the example above where a grenade for example will start the event/effect.
Anyone have any ideas or information about this please?
Sorry martyr, I have no idea how to do it but if I'm not wrong, I think that the "burning huts" have been disabled for the multiplayer part. I don't know the reason but it's a little bit like the M79 'bullpup" that has been disabled from the multiplayer also (for gameplay reason)...
It should still be possible to make them burn with "special scripts" I guess but it's way beyond my knowledge! Maybe someone will have more informations about that...
Anyway, I personaly have never seen "a burning hut" from a grenade in multiplayer for sure!
Thank you all for your comments. You are right.
Testing in the editor, they do burn but when finalised in a map, they do not so obviously disabled for MP. I did not realise.
The ACE wrote:
Look for scripts from ANDO..
I have seen those scripts and am very curious. I have a made a map with Ando's HTF mode and it works. However, some of the other scripts seem to need a script applied to an object. So how is this done for example with the destruction script?
martyr wrote:
However, some of the other scripts seem to need a script applied to an object. So how is this done for example with the destruction script?
VC SDK says
Scripts can be added to the object with two possible ways:
A ) The directory with the object file (.bes) contains script with the same name as the object, in this case will be the script loaded automatically. When changing the script with the game engine running, don’t forget to reload these scripts with the reload wizard!
B ) By forcing the script to the specific object in the scene initialization call to the level script with function SC_SetObjectScript – object will always use this specified script instead the existed one.
The information about the callback is stored in the s_SC_OBJ_info structure. Variable info->event_type contains the type of the message. The dynamic object script can be called in these situations: object is initializing, object is being released, the game was just loaded, time tick, object was hit, MP synchronization of the damage, object was used, mounted weapon has shot.