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Invisible Missles??? HELP

09-03-2004, 03:11 PM#1
cheese_doodle
I have resently gotted the Caster System for my map and im making a cluster bomb that when exploded it sprays a bunch of other bombs in all direction (sorta)

my custom scripts work, but it doesnt show the missle (like the damage still happens and all that stuff but you cant see the missle) o_O :\ :(
here is my triggs

Cluster Bomb---------------------------------------------------------------------------------
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Cluster Bomb
Actions
Set CB_Caster = (Casting unit)
Set CB_Caster_P = (Position of (Casting unit))
Set CB_Dest_P = (Target point of ability being cast)
Animation - Play (Casting unit)'s attack animation
Custom script: call ProjectileLaunchDamageLoc( GetOwningPlayer(udg_CB_Caster), "Abilities\\Weapons\\GyroCopter\\GyroCopterMissile.mdl", 522, 5, udg_CB_Caster_P, 100, udg_CB_Dest_P, 0, 200,200,true)
Wait 3.00 seconds
Trigger - Run Clusters <gen> (ignoring conditions)
Custom script: call RemoveLocation( udg_CB_Caster_P)
Custom script: call RemoveLocation( udg_CB_Dest_P)

Clusters------------------------------------------------------------------------------------------
Events
Conditions
Actions
Set CB_Cluster_P[1] = (CB_Dest_P offset by 100.00 towards 90.00 degrees)
Custom script: call ProjectileLaunchDamageLoc( GetOwningPlayer(udg_CB_Caster), "Abilities\\Weapons\\GyroCopter\\GyroCopterMissile.mdl", 522, 1, udg_CB_Dest_P, 100, udg_CB_Cluster_P[1], 0, 200,200,true)
Set CB_Cluster_P[2] = (CB_Dest_P offset by 100.00 towards 180.00 degrees)
Custom script: call ProjectileLaunchDamageLoc( GetOwningPlayer(udg_CB_Caster), "Abilities\\Weapons\\GyroCopter\\GyroCopterMissile.mdl", 522, 1, udg_CB_Dest_P, 100, udg_CB_Cluster_P[2], 0, 200,200,true)
Set CB_Cluster_P[3] = (CB_Dest_P offset by 100.00 towards 270.00 degrees)
Custom script: call ProjectileLaunchDamageLoc( GetOwningPlayer(udg_CB_Caster), "Abilities\\Weapons\\GyroCopter\\GyroCopterMissile.mdl", 522, 1, udg_CB_Dest_P, 100, udg_CB_Cluster_P[3], 0, 200,200,true)
Set CB_Cluster_P[5] = (CB_Dest_P offset by 100.00 towards 0.00 degrees)
Custom script: call ProjectileLaunchDamageLoc( GetOwningPlayer(udg_CB_Caster), "Abilities\\Weapons\\GyroCopter\\GyroCopterMissile.mdl", 522, 1, udg_CB_Dest_P, 100, udg_CB_Cluster_P[4], 0, 200,200,true)
Custom script: call RemoveLocation( udg_CB_Cluster_P[1])
Custom script: call RemoveLocation( udg_CB_Cluster_P[2])
Custom script: call RemoveLocation( udg_CB_Cluster_P[3])
Custom script: call RemoveLocation( udg_CB_Cluster_P[4])
------------------------------------------------------------------------------------------------------

can anyone point me in the right direction (i only need to make the missle visible)
09-03-2004, 05:03 PM#2
Vexorian
what about importing the dummy.mdx model?

It could be that you imported it and because of a we bug it got unimported (but it still shows in the import manager) in that case import again, and save right after you import
09-04-2004, 10:07 PM#3
cheese_doodle
just tried it and it didnt work , wonder what it could be?

but thnx for help'n ^_^ ;)
09-04-2004, 11:34 PM#4
Vexorian
the rawcode of the caster?