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Bomb path

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Created 9 years ago
by nabaro
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Hey, I am trying to get a bomb to follow a path based on the Airstrike Tutorial on the UGX Wiki. However, when I am in game and press the trigger, the bomb does not move. Here is my script:

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#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

main()
{
trigger = getEnt("cannon_trig", "targetname");
cost = 1500;

trigger setCursorHint("HINT_NOICON");
trigger setHintString("Press &&1 to start the cannons [Cost: "+cost+"]");
 
while(1)
{
trigger waittill("trigger",player);
if(player.score >= cost)
{
player maps\_zombiemode_score::minus_to_player_score( cost );
trigger setHintString("Cannons are in action!");
cannon_fire();
wait 60;
}
}
}


cannon_fire()
{
cannon = getEnt("cannon", "targetname");
cannon_path = GetVehicleNode("cannon_path_start", "targetname");
thread maps\_vehicle::vehicle_paths(cannon_path);
maps\_vehicle::vehicle_init(cannon);

cannon StartPath(cannon_path);
}

And here is a picture of my Radiant: http://imgur.com/X3maxi5

Thank you in advance!


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The King of Zombies
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You forgot to thread the cannon_fire() function. You put it after the minus_to_player_score but you didnt put
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thread cannon_fire();
only
Code Snippet
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cannon_fire();
, maybe that is the problem? Try doing that and see if it fixes it, I am not good with vechiles so if that didnt help then I am sorry, but I don't know how to fix it.
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I'm sorry, it didn't help. Thanks for your help though!  :)
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☭ Soviet Commander ☭
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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together until it compiles (with warnings)..."

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Well, cannons aren't vehicles so i'm not sure what your trying to do in your script TBH.

You should check _utility_code.gsc and the campaign scripts to see how cannons are made in the campaigns.

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Alright, I decided to use the Oerlikon Cannon Turret from the campaign: http://callofduty.wikia.com/wiki/Oerlikon_Cannon . Based on this and the available turret types in AssMan, I made a turret with these kvps:
weaponinfo : pby_dual_30cal
model : artillery_usa_oerlikon
classname : misc_turret

and added these lines to my mod.csv:

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xmodel,artillery_usa_oerlikon
weapon,sp/oerlikon_turret

However, when I touch the turret in-game, I get this error: Missing tag [tag_aim] on entity [64] (artillery_usa_oerlikon).
I assume this means that the oerlikon model is not rigged to be a weapon, but I cannot find any more oerlikon models.
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I assume this means that the oerlikon model is not rigged to be a weapon, but I cannot find any more oerlikon models.

...

Apparently the 20mm turret(the model your using) is purely scripted, and isn't actually a turret at all.

hmm... i got an amazing idea now...

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Alright, I made a modified version of the dp28_bipod_stand in AssMan which shoots projectiles called the dp28_bipod_stand_projectile, but when I go to launch the map, I get this error: weapClass in weapon info "dp28_bipod_stand_projectile" for misc_turret must be "turret." This doesn't really make sense to me, as the new asset is just the dp28 with projectile settings.

 
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