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Loveboy
14th October 2013, 21:20
Hello Guys, you know maybe where I can find the SD bombs, where will called on maps the bombs of the gametype sd? (map_source/prefabs/MP/sd_BOMBNAME.map)
Where I can find, which .map will called on the map as example mp_burgundy? Any Ideas?

(I tried to find in _load.gsc and _utility.gsc, but I found nothing there)

Thank you for every help!

Tally
14th October 2013, 21:59
Hello Guys, you know maybe where I can find the SD bombs, where will called on maps the bombs of the gametype sd? (map_source/prefabs/MP/sd_BOMBNAME.map)
Where I can find, which .map will called on the map as example mp_burgundy? Any Ideas?

(I tried to find in _load.gsc and _utility.gsc, but I found nothing there)

Thank you for every help!

I don't understand your question. What do you mean what .MAP file are the bomb zones in? They are in each .D3DBSP file - under the targetname "bombzone".

Or are you asking what prefab is used when building a custom map? And the answer to that is, they are located in the mod tools:


[COD2 ROOT INSTALL]/map_source/prefabs/MP

There are 18 different prefabs to choose from for each bombzone (A or B).

Hope that answers your question. If not, be clearer about what it is you want.

Loveboy
14th October 2013, 22:15
Hello Tally, I meant that with the bomb of the maps. Every map has got other bomb. Here the bombs of burgundy (A)

475

And here somewhere of the file has got the map burgundy (bombs)

476

And one of the script looks like so...



iwmap 4
// entity 0
{
"ambient" ".5"
"sunlight" "2"
"sundirection" "-45 95 0"
"suncolor" "1.000000 1.000000 0.882353"
"classname" "worldspawn"
"sundiffusecolor" "0.909804 0.952941 1.000000"
"_color" "1 1 1"
}
// entity 1
{
"target" "auto1"
"script_bombmode_single" "1"
"script_team" "axis"
"script_bombmode_dual" "1"
"script_bombmode_original" "1"
"script_label" "A"
"classname" "trigger_use_touch"
"targetname" "bombzone"
"script_gameobjectname" "bombzone"
// brush 0
{
( -16 -32 -32 ) ( -16 16 -32 ) ( -16 16 64 ) origin 64 64 864 16 0 0 lightmap_gray 16384 16384 0 0 0 0
( -16 16 -32 ) ( 32 16 -32 ) ( 32 16 64 ) origin 64 64 432 16 0 0 lightmap_gray 16384 16384 0 0 0 0
( 16 16 -32 ) ( 16 -32 -32 ) ( 16 -32 64 ) origin 64 64 864 16 0 0 lightmap_gray 16384 16384 0 0 0 0
( 32 -16 -32 ) ( -16 -16 -32 ) ( -16 -16 64 ) origin 64 64 432 16 0 0 lightmap_gray 16384 16384 0 0 0 0
( 32 -32 64 ) ( -16 -32 64 ) ( -16 16 64 ) origin 64 64 432 -864 0 0 lightmap_gray 16384 16384 0 0 0 0
( -16 -32 32 ) ( 32 -32 32 ) ( 32 16 32 ) origin 64 64 432 -864 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 1
{
( 80 176 0 ) ( -112 176 0 ) ( -112 -224 0 ) trigger 64 64 432 -848 0 0 lightmap_gray 16384 16384 0 0 0 0
( -132 -224 96 ) ( -132 176 96 ) ( 60 176 96 ) trigger 64 64 432 -848 0 0 lightmap_gray 16384 16384 0 0 0 0
( -96 -112 16 ) ( 96 -112 16 ) ( 96 -112 0 ) trigger 64 64 432 16 0 0 lightmap_gray 16384 16384 0 0 0 0
( 112 -224 16 ) ( 112 176 16 ) ( 112 176 0 ) trigger 64 64 848 16 0 0 lightmap_gray 16384 16384 0 0 0 0
( 80 112 16 ) ( -112 112 16 ) ( -112 112 0 ) trigger 64 64 432 16 0 0 lightmap_gray 16384 16384 0 0 0 0
( -112 176 16 ) ( -112 -224 16 ) ( -112 -224 0 ) trigger 64 64 848 16 0 0 lightmap_gray 16384 16384 0 0 0 0
}
}
// entity 2
{
"script_sound" "flak88_explode"
"classname" "script_model"
"model" "xmodel/german_artillery_flak88_aa_nm_d_static"
"angles" "0 90 0"
"script_exploder" "1"
"targetname" "exploder"
"origin" "0 0 0"
"script_gameobjectname" "bombzone"
}
// entity 3
{
"origin" "0 0 0"
"script_exploder" "1"
"angles" "0 90 0"
"model" "xmodel/german_artillery_flak88_aa_nm_static"
"classname" "script_model"
"script_gameobjectname" "bombzone"
}
// entity 4
{
"targetname" "auto1"
"script_exploder" "1"
"script_fxid" "flak_explosion"
"classname" "script_model"
"model" "xmodel/fx"
"origin" "0 0 0"
"script_gameobjectname" "bombzone"
}
// entity 5
{
"script_gameobjectname" "bombzone"
"exploder" "1"
"classname" "script_brushmodel"
// brush 0
{
( 32 72 0 ) ( -32 72 0 ) ( -32 -80 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -32 -78 128 ) ( -32 74 128 ) ( 32 74 128 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -32 -64 96 ) ( 32 -64 96 ) ( 32 -64 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 26 -80 96 ) ( 26 72 96 ) ( 26 72 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 28 58 96 ) ( -36 58 96 ) ( -36 58 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -32 88 96 ) ( -32 -64 96 ) ( -32 -64 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
}


There is the trigger and models in the .map file

477

But my question: Every map has got other bomb, so other .MAP file. But from where are the .map called for the maps? As example for the map mp_burgundy? I want to change the path, so it can get another model too.

serthy
14th October 2013, 22:35
You didnt get the Problem here Loveboy.
These 'bomb'-objects are script_brushmodels (in your *.map file) and they are compiled into the mapname.d3dbsp, there is no way to change them!
You can create you own maps and use the prefabs of these, but you have to compile them before you are able to play on your maps.
The only possible way to have other bomb-objects is to delete the original ones and spawn some xmodels, however these dont have any collision.
(faking collision with spawning triggers + setcontents)
You could also try to change the models of the script_models, but i dont know of this will work.

randall
15th October 2013, 13:22
You didnt get the Problem here Loveboy.
These 'bomb'-objects are script_brushmodels (in your *.map file) and they are compiled into the mapname.d3dbsp, there is no way to change them!

Actually, there is way to get script_models in scripts, so maybe he can set a new model with setModel() function. In theory, not tested yet!!!

Tally
15th October 2013, 13:26
Actually, there is way to get script_models in scripts, so maybe he can set a new model with setModel() function. In theory, not tested yet!!!

Yes, you should be able to delete the original bombzone models, and then replace them with new models via script.

Loveboy
15th October 2013, 15:19
Yes, you should be able to delete the original bombzone models, and then replace them with new models via script.

Can you give me an example for replace the model with new models via script?

Tally
15th October 2013, 16:13
Can you give me an example for replace the model with new models via script?

OK, here it is:

Before:

http://imageshack.us/a/img707/5045/b6o3.jpg

After:

http://imageshack.us/a/img21/769/23d4.jpg

And here is a (bad quality) video of the whole gametype working, with solid models:

http://www.youtube.com/watch?v=Vlr4AbKq9Yg&feature=youtu.be

It was acheived with a very basic function to delete the existing bombzone model, and replace it with another:


replaceModels()
{
level.saved_origin = [];

entitytypes = getentarray();
for( i = 0; i < entitytypes.size; i++ )
{
if( isdefined( entitytypes[i].script_gameobjectname ) )
{
gameobjectnames = strtok( entitytypes[i].script_gameobjectname, " " );

for( k = 0; k < gameobjectnames.size; k++ )
{
if( gameobjectnames[k] == "bombzone" )
{
if( entitytypes[i].classname == "script_model" )
{
level.saved_origin[level.saved_origin.size] = entitytypes[i].origin;
entitytypes[i] delete();
}
}
}

}
}

for( i=0; i < level.saved_origin.size; i++ )
{
replace = spawn( "script_model", level.saved_origin[i] );
replace setModel( "xmodel/vehicle_halftrack_rockets_snow_static" );
}
}


When the bomb explodes, you have to delete the static model, and replace it with a destroyed model (because the script exploders wont work on the new models):


deleteModel()
{
entitytypes = getentarray();
for( i = 0; i < entitytypes.size; i++ )
{
if( entitytypes[i].classname == "script_model" )
{
if( entitytypes[i].model == "xmodel/vehicle_halftrack_rockets_snow_static" )
{
replaceDestroyed = spawn( "script_model", entitytypes[i].origin );
replaceDestroyed setModel( "xmodel/vehicle_halftrack_rockets_woodland_d_stat" );

entitytypes[i] playsound( "flak88_explode" );
entitytypes[i] delete();
}
}
}
}


Here is a download for the complete SD code with added functions:

DOWNLOAD (http://filemob.com/b69cb2b55baa10d4)

Loveboy
15th October 2013, 16:18
Thank you Tally!

Loveboy
15th October 2013, 21:55
Is there a way to make the model solid?

Can't I spawn a Clip?

I want surely not this xD

481

serthy
15th October 2013, 22:18
...spawn some xmodels, however these dont have any collision.
(faking collision with spawning triggers + setcontents)

trigger = spawn( "trigger_radius" , position , 0 , radius , height );
trigger setContents( true );

Loveboy
16th October 2013, 11:02
Thank you serthy! You can't go in the trigger, but I have got now another problem: the clip/origin of the .map bomb are blocking.
So how like default bombs are in the .map files the clips/origins in it. I can't delete them. Is it possible too to delete the clips/origins?

serthy
16th October 2013, 11:39
catch them with getentarray and delete them, if theyre script_brushmodels, otherwise, its not possible

Loveboy
16th October 2013, 11:52
only script_bushmodels are blocking? there are too worldspawn, trigger_usetouch (never delete) and this



// entity 5
{
"script_gameobjectname" "bombzone"
"exploder" "2"
"classname" "script_brushmodel"
// brush 0
{
( 32 72 0 ) ( -32 72 0 ) ( -32 -80 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -32 -80 78 ) ( -32 72 78 ) ( 32 72 78 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -36 -128 96 ) ( 28 -128 96 ) ( 28 -128 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 58 -80 96 ) ( 58 72 96 ) ( 58 72 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 28 22 96 ) ( -36 22 96 ) ( -36 22 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -56 88 96 ) ( -56 -64 96 ) ( -56 -64 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
}
// entity 6
{
"script_gameobjectname" "bombzone"
"exploder" "2"
"classname" "script_brushmodel"
// brush 0
{
( 32 72 0 ) ( -32 72 0 ) ( -32 -80 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -32 -80 78 ) ( -32 72 78 ) ( 32 72 78 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -34 22 96 ) ( 30 22 96 ) ( 30 22 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 44 -80 96 ) ( 44 72 96 ) ( 44 72 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 28 120 96 ) ( -36 120 96 ) ( -36 120 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -44 90 96 ) ( -44 -62 96 ) ( -44 -62 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
}


They are brushmodels :D

so which one delete?

Tally
16th October 2013, 11:55
only script_bushmodels are blocking? there are too worldspawn, trigger_usetouch (never delete) and this



// entity 5
{
"script_gameobjectname" "bombzone"
"exploder" "2"
"classname" "script_brushmodel"
// brush 0
{
( 32 72 0 ) ( -32 72 0 ) ( -32 -80 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -32 -80 78 ) ( -32 72 78 ) ( 32 72 78 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -36 -128 96 ) ( 28 -128 96 ) ( 28 -128 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 58 -80 96 ) ( 58 72 96 ) ( 58 72 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 28 22 96 ) ( -36 22 96 ) ( -36 22 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -56 88 96 ) ( -56 -64 96 ) ( -56 -64 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
}
// entity 6
{
"script_gameobjectname" "bombzone"
"exploder" "2"
"classname" "script_brushmodel"
// brush 0
{
( 32 72 0 ) ( -32 72 0 ) ( -32 -80 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -32 -80 78 ) ( -32 72 78 ) ( 32 72 78 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -34 22 96 ) ( 30 22 96 ) ( 30 22 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 44 -80 96 ) ( 44 72 96 ) ( 44 72 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 28 120 96 ) ( -36 120 96 ) ( -36 120 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -44 90 96 ) ( -44 -62 96 ) ( -44 -62 0 ) clip_nosight 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
}


They are brushmodels :D

so which one delete?

Stop it, please! Stop quoting from prefab files. They wont help you. You need to search for the clips IN GAME. Not a fucking prefab file.

Tally
16th October 2013, 12:02
This is how to do it:


replaceModels()
{
level.saved_origin = [];

entitytypes = getentarray();
for( i = 0; i < entitytypes.size; i++ )
{
if( isdefined( entitytypes[i].script_gameobjectname ) )
{
gameobjectnames = strtok( entitytypes[i].script_gameobjectname, " " );

for( k = 0; k < gameobjectnames.size; k++ )
{
if( gameobjectnames[k] == "bombzone" )
{
if( entitytypes[i].classname == "script_model" )
{
level.saved_origin[level.saved_origin.size] = entitytypes[i].origin;
entitytypes[i] delete();
}
}
}

}
}

for( i=0; i < level.saved_origin.size; i++ )
{
replace = spawn( "script_model", level.saved_origin[i] );
replace setModel( "xmodel/vehicle_halftrack_rockets_snow_static" );
}

entitytypes = getentarray();
for( i = 0; i < entitytypes.size; i++ )
{
if( isdefined( entitytypes[i].script_gameobjectname ) )
{
gameobjectnames = strtok( entitytypes[i].script_gameobjectname, " " );

for( k = 0; k < gameobjectnames.size; k++ )
{
if( gameobjectnames[k] == "bombzone" )
{
if( entitytypes[i].classname == "script_brushmodel" )
{
entitytypes[i] delete();
}
}
}

}
}
}


You see the method at the foot of the function - it searches for all entities with the script_objectivename of "bombzone". Then it searches for all script_brushmodels within those entities. Then it deletes them. Simple!

Narrowing down your search enables you to target the clips in a certain area. Otherwise, you would end up deleting all the clips on the map. And that's no good.

Loveboy
16th October 2013, 17:04
So thank you to all! It works now :)

I just did another model Tally :D

482

RobsoN
16th October 2013, 18:16
Looks soooo amazing :D I Like the cod4 bombside in cod2 ^^ good job guys.

Btw Loveboy, it would look better if you replace cod2 bomb model with suitcase from cod4 / mw2 / mw3 :) .

Loveboy
16th October 2013, 19:29
Sure RobsoN, I would to like modify the SD gametype.
I wanted to change the TNT to Dynamite, but if the suitcase looks cool too, no problem I will do the suitcase!

Loveboy
16th October 2013, 22:03
So I don't know if I do the suitcase.. if i would do this I have to add anims how he is pressing the code on the suitcase (BO2) :D

But what you would say about this?

483

RobsoN
16th October 2013, 22:19
It's aslo nice, but it should look better with suitcase (we dont need the anim) because this tnt match to standard cod2 mod ( 2nd war times) .But that is only my opinion :). good luck

Tally
17th October 2013, 10:14
I ported the bomb model from COD:World at War:

http://imageshack.us/a/img542/1842/pbfi.jpg

It also serves for my port of Sabotage gametype.

Tally
17th October 2013, 18:25
Ok, there is a problem with my original code - it doesn't account for the existence of more than 1 model at a bombzone. It will just spam the map with multiple models like this:

http://imageshack.us/a/img824/5924/2vj8.jpg

http://imageshack.us/a/img849/4013/604q.jpg

Also, there is a very bad error on mp_farmhouse - it deletes the whole Silo objective, and leaves a great big hole in the ground which you can fall through. The following code fixes all these problems:


setupSolidSilo()
{
bombzones = getentarray( "bombzone", "targetname" );
for( i = 0; i < bombzones.size; i++ )
{
bombzone = bombzones[i];

if( isdefined( bombzone.script_label ) )
{
if( bombzone.script_label == "B" || bombzone.script_label == "b" )
{
solid = spawn( "trigger_radius", bombzone.origin+(80,30,-10), 0, 200, 70 );
solid setContents( 1 );

solid = spawn( "trigger_radius", bombzone.origin+(-80,30,-10), 0, 200, 70 );
solid setContents( 1 );

solid = spawn( "trigger_radius", bombzone.origin+(0,-80,-10), 0, 200, 70 );
solid setContents( 1 );

solid = spawn( "trigger_radius", bombzone.origin+(0,80,-10), 0, 200, 70 );
solid setContents( 1 );
}
}
}
}

deleteModel()
{
entitytypes = getentarray();
for( i = 0; i < entitytypes.size; i++ )
{
if( entitytypes[i].classname == "script_model" )
{
if( entitytypes[i].model == "xmodel/static_mp_supplies" )
{
replaceDestroyed = spawn( "script_model", entitytypes[i].origin );
replaceDestroyed setModel( "xmodel/static_mp_supplies_x" );

entitytypes[i] playsound( "flak88_explode" );
entitytypes[i] delete();
}
}
}
}

replaceModels()
{
level.saved_origin = [];
level.saved_modelType = [];

// delete existing bombzone models
entitytypes = getentarray();
for( i = 0; i < entitytypes.size; i++ )
{
if( isdefined( entitytypes[i].script_gameobjectname ) )
{
gameobjectnames = strtok( entitytypes[i].script_gameobjectname, " " );

for( k = 0; k < gameobjectnames.size; k++ )
{
if( gameobjectnames[k] == "bombzone" )
{
if( entitytypes[i].classname == "script_model" )
{
level.saved_origin[level.saved_origin.size] = entitytypes[i].origin;
entitytypes[i] delete();
}
}
}

}
}

// delete bombzone clips
entitytypes = getentarray();
for( i = 0; i < entitytypes.size; i++ )
{
if( isdefined( entitytypes[i].script_gameobjectname ) )
{
gameobjectnames = strtok( entitytypes[i].script_gameobjectname, " " );

for( k = 0; k < gameobjectnames.size; k++ )
{
if( gameobjectnames[k] == "bombzone" )
{
if( entitytypes[i].classname == "script_brushmodel" )
{
if( level.script == "mp_farmhouse" )
{
entitytypes[i] notSolid();
thread setupSolidSilo();
}
else
entitytypes[i] delete();
}
}
}

}
}

// spawn World at War bombzone model at target point A and make solid
spawnpoint = FindGround( level.saved_origin[0] );
replace = spawn( "script_model", spawnpoint );
replace setModel( "xmodel/static_mp_supplies" );
replace.angles = (-90,0,0);
solid = spawn( "trigger_radius", spawnpoint, 0, 50, 80 );
solid setContents( 1 );

bombzones = getentarray( "bombzone", "targetname" );
for( i = 0; i < bombzones.size; i++ )
{
bombzone = bombzones[i];
if( isdefined( bombzone.script_label ) )
if( bombzone.script_label == "A" || bombzone.script_label == "a" )
bombzone.origin = replace.origin+(0,0,55);
}

level.saved_origin = remove_element_from_array( level.saved_origin, level.saved_origin[0] );

// spawn World at War bombzone model at target point B and make solid
if( level.script == "mp_farmhouse" )
{
bombzones = getentarray( "bombzone", "targetname" );
for( i = 0; i < bombzones.size; i++ )
{
bombzone = bombzones[i];
if( isdefined( bombzone.script_label ) )
{
if( bombzone.script_label == "B" || bombzone.script_label == "b" )
{
replace = spawn( "script_model", (-2556, 950, -45) );
replace setModel( "xmodel/static_mp_supplies" );
replace.angles = (-90,0,0);
solid = spawn( "trigger_radius", replace.origin, 0, 50, 80 );
solid setContents( 1 );
bombzone.origin = replace.origin+(0,0,55);
}
}
}
}
else
{
spawnpoint = level.saved_origin[ randomint( level.saved_origin.size ) ];
spawn = FindGround( spawnpoint );
replace = spawn( "script_model", spawn );
replace setModel( "xmodel/static_mp_supplies" );
replace.angles = (-90,0,0);
solid = spawn( "trigger_radius", spawn, 0, 50, 70 );
solid setContents( 1 );

bombzones = getentarray( "bombzone", "targetname" );
for( i = 0; i < bombzones.size; i++ )
{
bombzone = bombzones[i];
if( isdefined( bombzone.script_label ) )
if( bombzone.script_label == "B" || bombzone.script_label == "b" )
bombzone.origin = replace.origin+(0,0,55);
}
}
}

FindGround( position )
{
trace = bulletTrace( position+(0,0,10), position+(0,0,-10000), false, undefined );
ground = trace["position"];
return ground;
}

remove_element_from_array( array, element )
{
if( !isdefined( element ) )
return( array );

newarray = [];
for( i = 0; i < array.size; i++ )
{
if( array[ i ] == element )
continue;

newarray[ newarray.size ] = array[ i ];
}

return( newarray );
}

Loveboy
17th October 2013, 19:38
Nice models Tally! :D

And now to RobsoN, it's from MW2 (The suitcase what you wanted :D)

If someone want these models, just ask and I will upload!

484

RobsoN
17th October 2013, 19:45
Now it looks a much better :D

Loveboy
17th October 2013, 21:20
But without anim's of writing the code looks gay xD I will try to make that anim!

Loveboy
18th October 2013, 17:20
hmm I forget to delete the model if the bomb explode xD So if it explode, the bomb is still there, how did you made it Tally to delete the model if it is exploding?

Tally
18th October 2013, 18:49
hmm I forget to delete the model if the bomb explode xD So if it explode, the bomb is still there, how did you made it Tally to delete the model if it is exploding?

It is in the download file I posted. DOH!

Loveboy
18th October 2013, 19:11
ah ok, i just forgot to change something

Tally
18th October 2013, 20:08
In the file I posted, search for the word "TALLY".

Wesleyw3zep
8th May 2017, 04:24
Download link is broken. Can you reuploud it please?

Wesleyw3zep
14th May 2017, 02:08
?????????????????????????????????????????????????? ?????????????????????????????????????????????????? ?????????????????????????