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Lip A Girl 08-31-2006 08:36 AM

Wac Tunt
 
WAC commands


ammo_AMMO_M203_40MM_NADE
ammo_satchel
ammo_satchelboom
ammo_claymore
ammo_claymorekillzone
ammo_claymoreshrapnel
ammo_detonator
ammo_SMALLLANDMINE_
ammo_LARGELANDMINE
ammo_grenadehe
ammo_grenadesm
ammo_grenadefb
ammo_grenadecs
ammo_medpack
ammo_MK19nade
ammo_Rclsrnd
ammo_minirnds
ammo_wkminirnds
ammo_minirnds_zerodamage
ammo_50CAL
ammo_kz_OrganicBlast
ammo_kz_MItemBlast
ammo_kz_DebrisBlast
ammo_kz_M406HE
ammo_kz_Bite
ammo_AI_CLOSEKZ

and thank you to MikeBrobst (also at dfarena) for this handy information:

"just change the pitch (ed. of the marker being used to start this effect) and have the line on the little diamond pointing at whatever you want shot at....the rockets come from the target not to it."

Some other wac commands you may find interesting:

;fx2tgt(fx,tgt) create fx # at target # (ex. fx2tgt effect_lightning 1)
;fxrain(fx) rain down effect # somewhere near player
;fx_fxname immediate effect name (ex. fxrain fx_effect_lightning) first off, the ';' is a comment marker. Anything following ';' (or '/' for that matter) will be disregarded by the wac file. Sorry I just copied a post and some contents of one of the wac files included with the game there.

To get your ammo stuff happening, use a teleport target (this example uses teleport target 1) with a negative pitch and a Z height to your liking, set your area triggers to have a music(var3) setting to define location (make sure area trigger number and music location are different numbers) and use something like this in the wac:

//hit music location 5 randomly (at least once every 5 seconds) with sidewinder missiles when player is in music location 2
if ssnloc(10000,2) and random 5 then
ammoarea(ammo_SIDEWINDER,5)
endif

//send stinger missiles down from teleport target 1 when player is in music location 2
if location 2 and elapse 4 then
ammo2tgt(ammo_AI_STINGER,1)
endif

//send mortar down near player when they are in music location 1
if location 1 and elapse 5 then
ammorain(ammo_AI_MORTAR)
endif

//pop up text on the screen when player is in music location 5 - use an elapse timer to stop the text from repeating too quickly
if location 5 and elapse 15 then
text("here is some text in the lower-left corner of the screen")
endif

//play a wave file - request medevac
if waveready() and never() then
wave("10MB517.wav",15)
endif

-------------------------

note above I have used both "location" and "ssnloc" in my if statements. I did this so that you could see that it doesn't have to be player dependent to trigger these events. eg: you could have a blackhawk in midair being flaked for example while it is in a certain area.

thats type of wac files Regards Chears Lip A Girl :)


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