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even more scripting questions.

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 fahtajorj
03-08-2004, 3:37 PM
#1
more scripting questions from, you guessed it me :P
so i got my func_static to move the way i want useing ref_tags to get the positions perfect.
now what i want to do is to have it dissapear after it reaches the last ref_tag and play an explosion effect. how would i go about doing this?

thanks,
fathajorj
 *Dark
03-08-2004, 4:31 PM
#2
this might not be the best way, but it should work.
make the func_static move to some where, where the player could not move it in o time and make the script use a func_usable (or func_wall) which ever does it to make that blow up at the same time.
there might be a propper way to do it, but that is one way if all else fails
 lassev
03-08-2004, 8:08 PM
#3
Nothing's simpler, my good fellow. Just place an fx_runner where you ultimately want the explosion to happen. Find the right explosion, and check the oneshot flag. Give it an ordinary targetname. That targetname you will use("targetname") in your script, when you want to trigger the explosion.

How to make the func_static invisible? Well, you have two ways of doing it. The simplest way is the one *Dark suggested: Plave a ref_taq somewhere out of sight, and just when you have triggered the explosion, take the func_static away in zero milliseconds, instantly.

The other way? Well, many people might not come to think of it, but the set_invisible and set_solid script commands work not only on NPCs but also on our good, old, trustworthy func_statics...
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