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testing new map
  #1  
Old 05-12-2017, 08:05 PM
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testing new map

any one willing will be on ts and hamachi at 9 central . link to the hive on dropbox
if you wnat to download and help me run it before it goes to fish


http://www.mediafire.com/file/c4jv81...he_hive.bundle
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Re: testing new map
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Old 05-13-2017, 03:20 PM
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Re: testing new map

changed a few things new version

http://www.mediafire.com/file/c4jv81...he_hive.bundle
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Re: testing new map
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Old 05-13-2017, 09:40 PM
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Re: testing new map

can also can grab it from here

the_hive 05-13-2017
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Re: testing new map
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Old 05-16-2017, 10:15 PM
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Re: testing new map

code to keep stuff from blowing up:

each vehicle needs to be named - just edit the World file and put it under name_id like this:

<unit name="panhard_cover" unit_id="3287" name_id="car01">
<position pos_x="-3952.0771" pos_y="8237.0342" pos_z="-1991.9281"/>
<rotation yaw="1.8984841" pitch="-0.0078883432" roll="0.067801327"/>
</unit>


in the game script, right at the start, set this for each of them

<event name="start_game">
<element type="SetIndestructable" name_id="car01" start_time="23.5"/>
<element type="SetIndestructable" name_id="car02" start_time="23.5"/>
<element type="SetIndestructable" name_id="car03" start_time="23.5"/>
<element type="SetIndestructable" name_id="car04" start_time="23.5"/>
<element type="SetIndestructable" name_id="car05" start_time="23.5"/>
</event>



a different approach would be to just name some of the cars and have triggers watch for their destruction - once they start blowing, just end the game. similar code that ends diarrhea explosiva after the explosion of the embassy buildings
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Re: testing new map
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Old 05-20-2017, 04:01 PM
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Re: testing new map

ok named the cars

but for the script are you saying to add it to :

<event name="start_game">
<element type="UnitInArea" area="trigger1" state="activate" start_time="0.1"/>
<element type="UnitInArea" area="trigger7" state="activate" start_time="0.1"/>
<element type="UnitInArea" area="trigger11" state="activate" start_time="0.1"/>
</event>

which is whats in the script now so it should look like

<event name="start_game">
<element type="SetIndestructable" name_id="car01" start_time="23.5"/>
<element type="SetIndestructable" name_id="car02" start_time="23.5"/>
<element type="SetIndestructable" name_id="car03" start_time="23.5"/>
<element type="SetIndestructable" name_id="car04" start_time="23.5"/>
<element type="SetIndestructable" name_id="car05" start_time="23.5"/>
<element type="UnitInArea" area="trigger1" state="activate" start_time="0.1"/>
<element type="UnitInArea" area="trigger7" state="activate" start_time="0.1"/>
<element type="UnitInArea" area="trigger11" state="activate" start_time="0.1"/>
</event>
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