Tram
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Tram
I am working on a map called Tram_Seige. TDM, DM, TOW.
I need someone that can tell me if i can use the elevator TUT to make it go sideways.
2. How can i add a script that when the tram gets to a certain point it will slow down and or stop.?
I need someone that can tell me if i can use the elevator TUT to make it go sideways.
2. How can i add a script that when the tram gets to a certain point it will slow down and or stop.?
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nuggets
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- Joined: Fri Feb 28, 2003 2:57 am
- Location: U-england-K (england in the UK) :P
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presuming u have the wheels as seperate entities that rotate, you could use something similar 2 this
:tram_move_1
$tram_entity_name time 1
$tram_entity_name moveForward 5
$tram_entity_name waitmove
end
:tram_move_1
$tram_entity_name time 2
$tram_entity_name moveForward 15
$tram_entity_name waitmove
end
:tram_move_3
$tram_entity_name time 3
$tram_entity_name moveForward 30
$tram_entity_name waitmove
end
//hope u get the idea it'll speed up as it moves thro these stages and you can use threads to slow it down etc...
:tram_move_full
thread tram_move_1
wait 1
thread tram_move_2
wait 2
thread tram_move_3
wait 3
thread tram_move_3 //this can b added as many times as you like
wait 3
thread tram_move_2
wait 2
thread tram_move_1
wait 1
end
u can use moveForward moveBackward moveUp moveDown moveLeft moveRight moveNorth moveSouth moveEast moveWest, hope this helps, any other problems if u decide 2 use this technique my Yahoo id's mr_crazy_nugget
btw, u might b able 2 use waypoints and drive in the script don't know how this works exactly but some1 else has probably put that by the time i've written all this now
:tram_move_1
$tram_entity_name time 1
$tram_entity_name moveForward 5
$tram_entity_name waitmove
end
:tram_move_1
$tram_entity_name time 2
$tram_entity_name moveForward 15
$tram_entity_name waitmove
end
:tram_move_3
$tram_entity_name time 3
$tram_entity_name moveForward 30
$tram_entity_name waitmove
end
//hope u get the idea it'll speed up as it moves thro these stages and you can use threads to slow it down etc...
:tram_move_full
thread tram_move_1
wait 1
thread tram_move_2
wait 2
thread tram_move_3
wait 3
thread tram_move_3 //this can b added as many times as you like
wait 3
thread tram_move_2
wait 2
thread tram_move_1
wait 1
end
u can use moveForward moveBackward moveUp moveDown moveLeft moveRight moveNorth moveSouth moveEast moveWest, hope this helps, any other problems if u decide 2 use this technique my Yahoo id's mr_crazy_nugget
btw, u might b able 2 use waypoints and drive in the script don't know how this works exactly but some1 else has probably put that by the time i've written all this now
hope this helps, prob not cos it's all foreign 2 me :-/
Just for Rox
Actually spelling is quite an important skill if you wish to pursue a career in computing, e.g. level designer (Some companies prefer enviromental artist).
Oh great this is something worth nothing, we have hunter the online dictionary, no need to worry about spelling now.nuggets wrote:oh gr8 thsi si smoething wroth notign, ew haev hunter teh onlien dicshunary, no nede 2 worre abote spelling now
Actually spelling is quite an important skill if you wish to pursue a career in computing, e.g. level designer (Some companies prefer enviromental artist).
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nuggets
- General
- Posts: 1006
- Joined: Fri Feb 28, 2003 2:57 am
- Location: U-england-K (england in the UK) :P
- Contact:
lol, sorry peeps
while scripting spelling is very important and HUNTER would b the ideal candidate,
while typing in a forum it still needs 2 b at least half understandable, sorry again 4 spamming, i hate it when u read a post and seek advice, and end up with conversation like this at the bottom
p.s excuse the irony
while scripting spelling is very important and HUNTER would b the ideal candidate,
while typing in a forum it still needs 2 b at least half understandable, sorry again 4 spamming, i hate it when u read a post and seek advice, and end up with conversation like this at the bottom
p.s excuse the irony
hope this helps, prob not cos it's all foreign 2 me :-/
Yes, it makes a difference, otherwise when MoH attempts to load the script, you'll have alot of unknown varaibles(MoH might call them something else), i.e. the names after the colon. Also all you threads will be called "". These problems will result in a script error, and your level will not function properly, nor how you intended it to.
The scripting language's syntax states you must have a colon after the thread name, unless you are referencing a thread. Otherwise how would in know which is a reference to a thread, and which is the content of the thread.
The scripting language's syntax states you must have a colon after the thread name, unless you are referencing a thread. Otherwise how would in know which is a reference to a thread, and which is the content of the thread.
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nuggets
- General
- Posts: 1006
- Joined: Fri Feb 28, 2003 2:57 am
- Location: U-england-K (england in the UK) :P
- Contact:
ermmm... yes... ahhh... ok
i've used the : after all threads i've been refering 2 and yet 2 encounter any problems, i don't wanna fight just a little rougha nd tumble should sort it, but i don't know if u'll b able 2 answer these 2,
if :thread_name defines a thread what does thread_name: do if anything
and why on some scripts does it need :: on it, can't remember where i saw it but it confused the hell outta me
i've used the : after all threads i've been refering 2 and yet 2 encounter any problems, i don't wanna fight just a little rougha nd tumble should sort it, but i don't know if u'll b able 2 answer these 2,
if :thread_name defines a thread what does thread_name: do if anything
and why on some scripts does it need :: on it, can't remember where i saw it but it confused the hell outta me
hope this helps, prob not cos it's all foreign 2 me :-/
Its the other way around, threadName: defines the start of a thread.nuggets wrote:if :thread_name defines a thread what does thread_name: do if anything
The only example I could think of, is when you want to call a thread from a different script, i.e. the thread isn't in your level script. In this case you need:nuggets wrote:why on some scripts does it need :: on it, can't remember where i saw it but it confused the hell outta me
Code: Select all
pathName/scriptName.scr::threadName
e.g.
global/objectives.scr::add_objectivesCode: Select all
thread threadName
