[Tutorial] Rising Water

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by reckfullies
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NOTE: This is a somewhat intermediate tutorial, if you don't know how to use radiant pretty well you might find this hard since I won't be explaining basic stuff to you. It will be helpful if you somewhat know how to edit parts of the script since you will be doing that as well as adding stuff to zone and your map.gsc file.

This script can really be used to move anything(model, brush, trigger etc.) but in this tutorial I used it for a rising brush that is textured as water.

Step 1 - Setup Radiant
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Step 2 - Scripting
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Go into root/usermaps/zm_mapname/scripts/zm/zm_mapname.gsc and add this into the #using section:
#using scripts\rising_water;
then add this to the main function:
thread rising_water::init();

Finally, enter your zone file and add this:
scriptparsetree,scripts/rising_water.gsc
[/spoiler]

I might remake this tutorial with pictures and everything to help people who a clueless about some stuff I'm telling you to do but I'm way too lazy right now.
Last Edit: November 04, 2016, 05:17:03 pm by reckfullies
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Could this be used to make a hanged body swing ?
The problem is I think it may work but if we shoot it it won't make it move like the bodies hanged on trees in UGX Azrael.
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the bodies hanged on trees in UGX Azrael.

But I didnt add any bodies hanged on trees? wot
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Ohh damn I was talking about Zombie Halloween and not UGX Azrael, both of these maps are pretty nice btw ;)
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Could this be used to make a hanged body swing ?
The problem is I think it may work but if we shoot it it won't make it move like the bodies hanged on trees in UGX Azrael.

I mean you could use a damage trigger then make it move once the trigger is activated. If you want it to look realistic with this method you would probably need to make pretty complicated movements though.

I'm sure there is an easier way to do it that uses physics instead of moving it with your own script.
Last Edit: November 06, 2016, 04:35:38 pm by reckfullies
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Okay, step 2...
"Go into root/usermaps/zm_mapname/scripts/zm/zm_mapname.gsc and add this into the #using section:
Code: [Select]"

There is nothing in root/usermaps for me... Would this be the same as if I went into mods/mymap/maps/mymapname.gsc?

Keep in mind I used UGX script placer so all the scripts were already generated. Also, at the top on mymap.gsc is #include not #using. 

drifter
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Okay, step 2...
"Go into root/usermaps/zm_mapname/scripts/zm/zm_mapname.gsc and add this into the #using section:
Code: [Select]"

There is nothing in root/usermaps for me... Would this be the same as if I went into mods/mymap/maps/mymapname.gsc?

Keep in mind I used UGX script placer so all the scripts were already generated. Also, at the top on mymap.gsc is #include not #using. 

drifter

This tutorial is for Black Ops 3 not World At War. You are looking at the wrong section.

Unless for some reason a ugx script placer exists for bo3 which I doubt it.
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My bad... thats probably why it didn't work... Thank you

 

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