I make these simple script to make Func_camera work when win for time
Any idea to finish this script is apreciated
Byes
Klaus
// objcamera
// ARCHITECTURE: Klaus
// Planning : Klaus
// SCRIPTING : Klaus
main:
setcvar "g_obj_alliedtext1" "Destroy the cannon"
setcvar "g_obj_alliedtext2" "Kill the Axis"
setcvar "g_obj_axistext1" "Defend the cannon"
setcvar "g_obj_axistext2" "Kill the Allies"
setcvar "g_scoreboardpic" "-----"
level waittill prespawn
setcvar "g_scoreboardpic" "objcamera"
level.script = maps/obj/objcamera.scr
exec global/DMprecache.scr
exec global/ai.scr
exec global/bomber.scr
exec global/ambient.scr m4l1
fadein 2 0 0 0 1
level waittill spawn
level.defusing_team = "axis"
level.planting_team = "allies"
level.bomb_damage = 200 //level damage to players
level.bomb_explosion_radius = 512 //radius damage to players
level.obj = 1 // change this to the number of objectives
level.obj_completed = 0
level.dmrespawning = 1 // 1 or 0 // 1 is respawn 0 is not respawn
level.dmroundlimit = 1 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
thread camera_mover
//level waittill roundstart // comment out to test MP objectives....
$bomb1.trigger_name = $triggerbomb1 //trigger name that is used for the bomb
$bomb1.target.target = $triggerbomb1 //Thing to blow up with the bomb
$bomb1.target.destroyed_model = "models/statweapons/flak88_d.tik" //destroyed model of thing to blow up
$bomb1.explosion_fx = "models/emitters/explosion_mine.tik" //explosion FX
$bomb1.explosion_sound = "sound/weapons/explo/explo_metalmed1.wav" //explosion sound
$bomb1 thread global/obj_dm.scr::bomb_thinker
// prefix a $ to access targetnames of objects
thread axis_win_timer
thread allies_win_bomb
thread bomb1_exploded $bomb1
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
wait 60.0
//*** --------------------------------------------
//*** "camera_mover"
//*** --------------------------------------------
drawhud 0 // clear the screen
level.bomb_damage = 0 // turn off damage
level.fire_damage = 0 // turn off damage
//stop the players
$player nodamage
$player hide
freezeplayer
exec global/ambient.scr objcamera
//reset the clock for the movie
level.dmroundlimit = (level.dmroundlimit + 1)
//setup our camera
$watch_camera_axis fov 80 2
$watch_camera_axis speed .8
$watch_camera_axis follow $camera_path_axis $t2045
wait 1
//Cue the movie
letterbox 0.5
cuecamera $watch_camera_axis
wait 20 (level.wait_after_timer)
teamwin axis
end
//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------
bomb1_exploded local.bomb1:
while (local.bomb1.exploded != 1)
wait .1
level.obj_completed = (level.obj_completed + 1)
iprintlnbold_noloc "That's 1 the Eastern Flak88, OK!!!!"
while(level.obj_completed < level.obj)
wait .1
//*** --------------------------------------------
//*** "camera_mover"
//*** --------------------------------------------
drawhud 0 // clear the screen
level.bomb_damage = 0 // turn off damage
level.fire_damage = 0 // turn off damage
//stop the players
$player nodamage
$player hide
freezeplayer
exec global/ambient.scr objcamera
//reset the clock for the movie
level.dmroundlimit = (level.dmroundlimit + 1)
//setup our camera
$watch_camera fov 80 2
$watch_camera speed .8
$watch_camera follow $camera_path $t2033
wait 1
//Cue the movie
letterbox 0.5
cuecamera $watch_camera
wait 20 (level.wait_after_explode)
teamwin allies
end
