S30s and Explosion Events

S30s and Explosion Events

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

S30s and Explosion Events

Post by Argh »

Very simply, they seem to be at least partially broken. No matter what event type I call, S3Os do not shatter, trail smoke, fall, or whatever- all they will do is show a quickie explosion and a fast smokepuff.

Just in case I'm just an idiot... which is entirely possible (I have had to re-teach myself just about everything about scripting for TA, as I pretty much forgot most of it in the last two years away from COB)... here's the explode section of my script...

Code: Select all

Killed(severity, corpsetype)
	{
	if (severity <= 25)
		{
		corpsetype = 1;
		explode body type SHATTER | EXPLODE_ON_HIT | BITMAP1;
		explode turret type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode gun type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorRightCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorRightCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorRightFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorRightFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorRightBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorRightBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorLeftCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorLeftCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorLeftFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorLeftFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorLeftBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorLeftBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		return(0);
		}
	if (severity <= 50)
		{
		corpsetype = 2;
		explode body type SHATTER | EXPLODE_ON_HIT | BITMAP1;
		explode turret type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode gun type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorRightCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorRightCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorRightFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorRightFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorRightBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorRightBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorLeftCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorLeftCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorLeftFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorLeftFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorLeftBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorLeftBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		return(0);
		}
	if (severity <= 99)
		{
		corpsetype = 3;
		explode body type SHATTER | EXPLODE_ON_HIT | BITMAP1;
		explode turret type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode gun type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorRightCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorRightCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorRightFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorRightFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorRightBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorRightBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorLeftCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorLeftCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorLeftFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorLeftFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorLeftBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorLeftBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		return(0);
		}
		corpsetype = 3;
		explode body type SHATTER | EXPLODE_ON_HIT | BITMAP1;
		explode turret type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode gun type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorRightCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorRightCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorRightFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorRightFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorRightBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorRightBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorLeftCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorLeftCenter type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorLeftFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorLeftFront type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode yrotatorLeftBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode zrotatorLeftBack type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
	}
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