Func_camera when win for time

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Klaus
Sergeant
Posts: 64
Joined: Fri Jun 07, 2002 6:11 am
Location: Chile

Func_camera when win for time

Post by Klaus »

Hi All :D

I make these simple script to make Func_camera work when win for time :lol: , but my problem is cancel for this other fun_camera when obj is completed or vice versa :oops:
Any idea to finish this script is apreciated :wink:

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
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

try this

Post by tltrude »

This should do it.

Code: Select all

// 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
level.allies_win_delay = 20
level.axis_win_delay = 20

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 (level.dmroundlimit * 60)

while (level.bomb_set != 0)  // stops victory if a bomb is ticking
	wait .1
 
if (level.obj_completed == level.obj) // stops victory if all objectives completed
   { 
   end 
   } 
level.axisvictory = 1 

//*** -------------------------------------------- 
//*** "camera_mover" 
//*** -------------------------------------------- 

drawhud 0 // clear the screen 
level.bomb_damage = 0 // turn off damage 
level.bomb_explosion_radius = 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 (level.axis_win_delay) 

teamwin axis 

end 


//*** -------------------------------------------- 
//*** "Allied Victory" 
//*** -------------------------------------------- 

bomb1_exploded local.bomb1: 

while (local.bomb1.exploded != 1) 
wait .1 
level.obj_completed ++ //adds one to level.obj_completed 
iprintlnbold_noloc "That's 1 the Eastern Flak88, OK!!!!" 
while (level.obj_completed != level.obj) 
wait .1 

if (level.axisvictory == 1) // stops victory if time has run out
   { 
   end 
   } 

//*** -------------------------------------------- 
//*** "camera_mover" 
//*** -------------------------------------------- 

drawhud 0 // clear the screen 
level.bomb_damage = 0 // turn off damage 
level.bomb_explosion_radius = 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 (level.allies_win_delay)  

teamwin allies 

end 
Tom Trude,

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