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 C4 timer? 
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Joined: Sun Jul 11, 2010 12:10 am
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Post C4 timer?
Hello people, i decided yesterday at 12 o'clock to stupidly make a c4 mod, with a five second timer, based off the counter strike c4. Now what i had in mind was to make the c4 with a five second timer (done) but i also wanted the c4 to have the timer sound, as it beeps faster and faster until the detonating second which is the fith second upon the c4 will have a continuous beep. Yet i am unsure of how to imply this sound into the c4 mod. Any suggestions?


Sun Jul 11, 2010 12:58 pm
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Joined: Tue Dec 23, 2008 8:04 pm
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Post Re: C4 timer?
Not 100% sure about this, but if you make it a bomb(I guess it is already) and it gibs on contact into another bomb so the timer starts then the gibbing of the first bomb can have that sound. Or if you want it to start counting right after trowing, you can give the first bomb a really short lifetime.


Sun Jul 11, 2010 1:47 pm
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Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: C4 timer?
Use some lua script, ask one of the wizards here (CC48 is a good one). Basically have the script emit different AEmitters with the sounds you want at the right times...
Also, when you're done, put it in minor mod thread! I once made a Counter-Strike actor + aztec + dust pieces, your C4 should fit in perfectly.


Sun Jul 11, 2010 3:10 pm
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Post Re: C4 timer?
I prefer the idea of the quick gibbing method, but how would i go about it? would i make the bomb then put the preset name in the gib sequence. if its too hard to explain, is there any way of making the throw sound the c4 timer? And yes when i finish all the weapons and actors ill upload then to the minor mod thread. (yet i still need my new pc before uploading, as my pc does not have much time left due to the trojan horse infecting my system files, but my new pc is on its way) i could upload now but i dont want anything to happen to these forums. Oh yeah im making all the weapons from counter strike including the bombs and flashbangs. :grin: And if you want screenshots of this i can send them in. Cheers for the rapid support and solutions!


Sun Jul 11, 2010 3:51 pm
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Post Re: C4 timer?
I can make the script for you, although it's better for you if you do it yourself.

If you want to use Lua, then you would need to make the C4 TDExplosive instantly turn into an MOSRotating that has the explosion gibs. The MOSRotating will have the script which keeps it from settling, and makes it explode at the right time and controls the beeping sound.

If you want pure ini, leave the TDExplosive as it is. You'll need 3 emitters: One with a slow beeping pattern, one with a faster beeping pattern, and the last with the fastest beeping pattern. Tune the "StartTimeMS" and the "StopTimeMS" on all three of the emitters so that they play in the right order and stop when they're supposed to.


Sun Jul 11, 2010 9:13 pm
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Post Re: C4 timer?
I agree it would be better if i did it so i would learn. As it is though i would prefer if it was pure ini, so in order to do this i would have to make it gib into three stages would i? stage 1 slow beeping stage 2 faster beeping stage 3 continuous beep like flatliner. Could you provide a quick tutorial or a link to show how i would make a bomb gib into another bomb? (sorry if im taking up too much of your time)


Sun Jul 11, 2010 10:01 pm
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Post Re: C4 timer?
The emitter trick that I mentioned would probably work better in this case, because if you have the sound phases triggered by the bomb gibbing, that means characters could speed up the detonation phase by destroying the bomb (resulting in gibbing) instead of causing it to explode instantly.


Sun Jul 11, 2010 10:07 pm
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Post Re: C4 timer?
Could you explain this emitter trick? as i know a fair bit about cc (modding it in the background in b20) im just not sure on how this emitter trick will be coded.


Sun Jul 11, 2010 10:23 pm
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Post Re: C4 timer?
In

Base.rte/Scenes/Objects/BunkerModules/BunkerModules.ini

You'll find an emitter at the end called "Teleporter Effect A". This emitter is made to play a its "BurstSound" on creation. BurstSound will only play the sound once, while EmissionSound will constantly play the sound. If we change the BurstSound to EmissionSound, then the sound will keep playing.

Now we need to change the loop setting of the sound to make it loop indefinitely, so we add the "LoopSetting" property to the EmissionSound. This will make the entire sound play while the emitter is running.

To make the emitter play at the correct times, we add the properties "StartTimeMS" and "StopTimeMS" to the Emitter.

Do the same for all three emitters, and use the emitter at the previously mentioned FilePath as a base.


Sun Jul 11, 2010 10:36 pm
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Post Re: C4 timer?
Just mod the explosive charge. or the grenade.
explosive charge - make the explosion epic. change fuze if necessary
Grenade - make it heavier so it does not bounce. then make the explosion epic. change fuze if necessary


Mon Jul 12, 2010 2:12 pm
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Post Re: C4 timer?
fdsaftw wrote:
Just mod the explosive charge. or the grenade.
explosive charge - make the explosion epic. change fuze if necessary
Grenade - make it heavier so it does not bounce. then make the explosion epic. change fuze if necessary

That will not help with the one and only problem that pileup mentioned in this topic.


Mon Jul 12, 2010 7:54 pm
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Post Re: C4 timer?
Oh yeah...


Tue Jul 13, 2010 2:31 pm
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