script error

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$oldier Of Ra
Lieutenant Colonel
Posts: 404
Joined: Sun Oct 16, 2005 7:16 pm
Location: Belgium
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Post by $oldier Of Ra »

Hmm, I have little experience with setting objectives in Singleplayer, I'm guessing you need to do something with the

Code: Select all

waitthread global/objectives.scr::add_objectives
in your "levelend" thread.
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dietje_schietje
Corporal
Posts: 29
Joined: Wed Nov 19, 2008 8:20 pm

Post by dietje_schietje »

i now get a new test map and a new script file.
my script file works but my compas don't works

Code: Select all

main:

exec global/loadout.scr maps/test_demolition.scr

level waittill prespawn

exec global/exploder.scr
exec global/ambient

// bind the switches to the elevator 
// so it doesnt look weird
$down_switch bind $elevator_cab
$up_switch bind $elevator_cab
  
// bind triggers to the switches
$down_trigger bind $down_switch
$up_trigger bind $up_switch
  
// I had it moved up for lighting
$elevator_cab movedown 8
$elevator_cab time 0
$elevator_cab move
  
// sets the speed to 64 units per second
$elevator_cab speed 64
// starts on floor 1
level.elepos = 1
$elevator_cab2 speed 64

level waittill spawn

$player item weapons/thompsonsmg.tik
$player ammo smg 1000
$player useweaponclass smg
$player item explosive

thread elevator_prep
thread objectives
end

objectives:
waitthread global/items.scr::add_item "explosive" //gives player
//explosives
waitthread global/objectives.scr::add_objectives 1 1 "Bomb the wall to get in." $wall.origin
waitthread global/objectives.scr::add_objectives 2 1 "Bomb the flak 88." $flak88.origin
waitthread global/objectives.scr::add_objectives 3 1 "Bomb the 20mm Gun." $20mm.origin
waitthread global/objectives.scr::add_onjectives 4 1 "Bomb the Stuka." $stuka.origin
waitthread global/objectives.scr::add_objectives 1 2 "Bomb the wall to get in." $wall.origin
waitthread global/objectives.scr::current_objectives 1
thread objective1
end

elevator_prep:
  thread movedown
  thread moveup
end

movedown:

  // waits until the player triggers the trigger
  $down_trigger waittill trigger

  // if the elevator is on floor 1 then end
  // because it cant go down anymore
  if (level.elepos == 1)
    end

  // turns off the triggers
  // until the elevator is done moving
  $up_trigger nottriggerable
  $down_trigger nottriggerable

  // sets another variable
  local.position = level.elepos
  
  //turns the switch
  $down_switch anim turn
  
  // makes some noise
  $elevator_cab loopsound lighthouse_run
  
  // says to move to the floor
  // below the one that it is on
  $elevator_cab moveto $("floor" + (local.position - 1))
  $elevator_cab waitmove
  $elevator_cab stoploopsound
  
  $down_switch anim idle
  
  // Tells the variable to minus 1 from itself.
  // Makes the variable set to the correct floor.
  level.elepos--
  
  // turns the triggers back on
  $down_trigger triggerable
  $up_trigger triggerable
   
  goto elevator_prep 

end

moveup:
  
  $up_trigger waittill trigger

  // if the elevator is at the top then end
  // because it cant go up anymore
  if (level.elepos == 2)
    end

  $down_trigger nottriggerable
  $up_trigger nottriggerable
  
  local.position = level.elepos
  
  $up_switch anim turn
  
  $elevator_cab loopsound lighthouse_run
  $elevator_cab moveto $("floor" + (local.position + 1)) 
  $elevator_cab waitmove
  $elevator_cab stoploopsound
  
  $up_switch anim idle
  
  level.elepos++
  
  $up_trigger triggerable
  $down_trigger triggerable 

  goto elevator_prep

end

objective1:
$bomb1_trigger waittill trigger
$bomb1 model "animate/explosive.tik"
$bomb1 playsound explosive
$player loopsound bombtick
$player stopwatch 5
wait 5
$player stoploopsound bombtick
$bomb1 playsound explode_tank
$bomb1 remove
waitthread global/exploder.scr::explode 1
radiusdamage $hurtobject1 256 384
waitthread global/objectives.scr::add_objectives 1 3 "Bomb the wall to get in." $wallgin
wait 2
waitthread global/objectives.scr::add_objectives 2 2 "Bomb the flak 88." $flak88.origin
waitthread global/objectives.scr::add_objectives 3 2 "Bomb the 20mm Gun." $20mm.origin
waitthread global/objectives.scr::add_onjectives 4 2 "Bomb the Stuka." $stuka.origin
waitthread global/objectives.scr::current_objectives 4
thread objective2
end

objective2:
$bomb2_trigger waittill trigger
$bomb2 model "animate/explosive.tik"
$bomb2 playsound explosive
$player loopsound bombtick
$player stopwatch 7
wait 7
$player stoploopsound bombtick
$bomb2 playsound explode_tank
$bomb2 remove
waitthread global/exploder.scr::explode 2
radiusdamage $hurtobject2 256 384
waitthread global/objectives.scr::add_objectives 2 3 "Bomb the flak 88." $flak88.origin
waitthread global/objectives.scr::current_objectives 4
thread objective3
end

objective3:
wait 1
$bomb3_trigger waittill trigger
$bomb3 model "animate/explosive.tik"
$bomb3 playsound explosive
$player loopsound bombtick
$player stopwatch 7
wait 7
$player stoploopsound bombtick
$bomb3 playsound explode_tank
$bomb3 remove
waitthread global/exploder.scr::explode 3
radiusdamage $hurtobject2 256 384
waitthread global/objectives.scr::add_objectives 3 3 "Bomb the 20mm Gun." $20mm.origin
waitthread global/objectives.scr::current_objectives 4
wait 1
thread objective4
end

objective4:
$bomb4_trigger waittill trigger
$bomb4 model "animate/explosive.tik"
$bomb4 playsound explosive
$player loopsound bombtick
$player stopwatch 7
wait 7
$player stoploopsound bombtick
$bomb4 playsound explode_tank
$bomb4 remove
waitthread global/exploder.scr::explode 4
radiusdamage $hurtobject2 256 384
waitthread global/objectives.scr::add_objectives 4 3 "Bomb the Stuka." $stuka.origin
waitthread global/objectives.scr::current_objectives 4
wait 1
thread levelend
end

levelend:
waitthread global/objectives.scr::current_objectives 0
exec global/missioncomplete.scr test_bombingstuff
end
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