here it is.
main:
level waittill prespawn
exec global/cardgame.scr
$world farplane 5000
$world farplane_color (.333 .333 .329)
$wrenchguy4 thread worker
$hungryguy thread global/eat.scr::eating
$wrenchguy5 thread worker
$welderguy1 thread welding
thread elevator_prep
thread upper_button_pushed
thread mid_button_pushed
thread lower_button_pushed
thread force_updoors
thread force_mddoors
thread force_dndoors
level.elipos = 1
exec global/DMprecache.scr
level.script = maps/obj/objtest.scr
exec global/ambient.scr m4l1
exec global/door_locked.scr::lock
setcvar "g_obj_alliedtext1" "Go2Town"
setcvar "g_obj_alliedtext2" "KillSumAxis"
setcvar "g_obj_alliedtext3" "FindtheBomb"
setcvar "g_obj_axistext1" "- Prevent Allies from"
setcvar "g_obj_axistext2" "destroying the Flak88's"
setcvar "g_obj_axistext3" "MadeBy BiG_HeaD"
setcvar "g_scoreboardpic" "objdm1.tga"
level waittill spawn
$mybomb thread global/jv_obj_dm.scr::bomb_thinker
end
level.bomb_damage = 200
level.bomb_explosion_radius = 640
level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 1
level.dmrespawning = 1 // 1 or 0
level.dmroundlimit = 15 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
$elevator_button_up bind $elevator // Attaches the trigger to the elevator so it moves with it.
$elevator_button_dn bind $elevator // Attaches the trigger to the elevator so it moves with it.
$elevator_door_rt bind $elevator // makes door move with the elevator.
$elevator_door_lt bind $elevator
$elevator_hatch moveWest 384 // replaces hatch moved for lighting
$elevator_hatch waitmove
$elevator_hatch rotateXdown 75 //closes the hatch
$elevator_hatch move
$elevator_hatch_trigger bind $elevator
$elevator_hatch bind $elevator
$elevator speed 64 // sets the elevator move speed, 64 units per second in this case
$lowerdoor_rt speed 48 // sets the speed in units per second
$lowerdoor_lt speed 48
$mid_door_rt speed 48
$mid_door_lt speed 48
$upperdoor_rt speed 48
$upperdoor_lt speed 48
$elevator_door_lt speed 45
$elevator_door_rt speed 45
$elevator_hatch time 2.5 // speed does not work for rotating objects
$floor_id_1 time 4 // floor indicator
$floor_id_2 time 4
$floor_id_3 time 4
thread elevator_standby_up
thread elevator_standby_down
thread escape_hatch
end
lower_button_pushed:
$lower_button waittill trigger
thread triggers_off
if (level.elipos == 0) // If elevator at the top, use this thread.
{
thread indicator_move_down2
$elevator moveto $way_floor1
$elevator loopsound lighthouse_run
$elevator waitmove // wait till the elevator has completed the move before doing anything else
$elevator loopsound lighthouse_run wait // stops the sound
$elevator playsound snd_ping
wait 1
thread lower_doors_cycle
level.elipos = 1
wait 10
thread triggers_on
goto lower_button_pushed
}
else
if (level.elipos == 2) // If elevator is midway, use this thread.
{
thread indicator_move_down
$elevator moveto $way_floor1
$elevator loopsound lighthouse_run
$elevator waitmove // wait till the elevator has completed the move before doing anything else
$elevator loopsound lighthouse_run wait // stops the sound
$elevator playsound snd_ping
wait 1
thread lower_doors_cycle
level.elipos = 1
wait 10
thread triggers_on
goto lower_button_pushed
}
else
if (level.elipos == 1) // If elevator at the botom, use this thread.
{
thread lower_doors_cycle
wait 10
thread triggers_on
goto lower_button_pushed
}
end
lower_doors_cycle:
thread triggers_off
$elevator_door_rt moveNorth 48 // open
$elevator_door_rt move
$elevator_door_lt moveSouth 48
$elevator_door_lt move
$elevator playsound lighthouse_lever
wait .1
$lowerdoor_rt moveNorth 48 // open
$lowerdoor_rt move
$lowerdoor_lt moveSouth 48
$lowerdoor_lt move
$elevator playsound lighthouse_lever
wait 10
$lowerdoor_rt moveSouth 48 // close
$lowerdoor_rt move
$lowerdoor_lt moveNorth 48
$lowerdoor_lt move
$elevator playsound lighthouse_lever
wait .1
$elevator_door_rt moveSouth 48 // close
$elevator_door_rt move
$elevator_door_lt moveNorth 48
$elevator playsound lighthouse_lever
$elevator_door_lt waitmove
thread triggers_on
goto lower_button_pushed
end
mid_doors_cycle:
thread triggers_off
$elevator_door_rt moveNorth 48 // open
$elevator_door_rt move
$elevator_door_lt moveSouth 48
$elevator_door_lt move
$elevator playsound lighthouse_lever
wait .1
$mid_door_rt moveNorth 48 // open
$mid_door_rt move
$mid_door_lt moveSouth 48
$mid_door_lt move
$elevator playsound lighthouse_lever
wait 10
$mid_door_rt moveSouth 48 // close
$mid_door_rt move
$mid_door_lt moveNorth 48
$mid_door_lt move
$elevator playsound lighthouse_lever
wait .1
$elevator_door_rt moveSouth 48 // close
$elevator_door_rt move
$elevator_door_lt moveNorth 48
$elevator playsound lighthouse_lever
$elevator_door_lt waitmove
thread triggers_on
goto mid_button_pushed
end
upper_doors_cycle:
thread triggers_off
$elevator_door_rt moveNorth 48 // open
$elevator_door_rt move
$elevator_door_lt moveSouth 48
$elevator_door_lt move
$elevator playsound lighthouse_lever
wait .1
$upperdoor_rt moveNorth 48 // open
$upperdoor_rt move
$upperdoor_lt moveSouth 48
$upperdoor_lt move
$elevator playsound lighthouse_lever
wait 10
$upperdoor_rt moveSouth 48 // close
$upperdoor_rt move
$upperdoor_lt moveNorth 48
$upperdoor_lt move
$elevator playsound lighthouse_lever
wait .1
$elevator_door_rt moveSouth 48 // close
$elevator_door_rt move
$elevator_door_lt moveNorth 48
$elevator playsound lighthouse_lever
$elevator_door_lt waitmove
thread triggers_on
goto upper_button_pushed
end
elevator_standby_up:
$elevator_button_up waittill trigger
thread triggers_off
if (level.elipos == 0) // If elevator at the top, use this thread.
{
wait 1
thread upper_doors_cycle
wait 10
thread triggers_on
goto elevator_standby_up
}
end
elevator_standby_down:
$elevator_button_dn waittill trigger
thread triggers_off
if (level.elipos == 0) // If elevator at the top, use this thread.
{
$elevator moveto $way_floor2
$elevator loopsound lighthouse_run
thread indicator_move_down
$elevator waitmove // wait till the elevator has completed the move before doing anything else.
$elevator loopsound lighthouse_run wait // stops the sound
$elevator playsound snd_ping
wait 1
thread mid_doors_cycle
level.elipos = 2
wait 10
thread triggers_on
goto elevator_standby_down
}
end
escape_hatch:
$elevator_hatch_trigger waittill trigger
$elevator_hatch rotateXup 75
$elevator_hatch playsound lighthouse_lever
$elevator_hatch waitmove
wait 20
$elevator_hatch rotateXdown 75
$elevator_hatch playsound lighthouse_lever
$elevator_hatch waitmove
goto escape_hatch
end
indicator_move_up:
$floor_id_1 rotateZup -90
$floor_id_1 move
$floor_id_2 rotateZup -90
$floor_id_2 move
$floor_id_3 rotateZup -90
$floor_id_3 move
end
indicator_move_up2:
$floor_id_1 time 8
$floor_id_2 time 8
$floor_id_3 time 8
$floor_id_1 rotateZup -180
$floor_id_1 move
$floor_id_2 rotateZup -180
$floor_id_2 move
$floor_id_3 rotateZup -180
$floor_id_3 move
$floor_id_1 time 4
$floor_id_2 time 4
$floor_id_3 time 4
end
indicator_move_down:
$floor_id_1 rotateZup 90
$floor_id_1 move
$floor_id_2 rotateZup 90
$floor_id_2 move
$floor_id_3 rotateZup 90
$floor_id_3 move
end
indicator_move_down2:
$floor_id_1 time 8
$floor_id_2 time 8
$floor_id_3 time 8
$floor_id_1 rotateZup 180
$floor_id_1 move
$floor_id_2 rotateZup 180
$floor_id_2 move
$floor_id_3 rotateZup 180
$floor_id_3 move
$floor_id_1 time 4
$floor_id_2 time 4
$floor_id_3 time 4
end
triggers_off:
$elevator_button_up nottriggerable // No triggers work while elevator is moving or doors are open.
$elevator_button_dn nottriggerable
$upper_button nottriggerable
$mid_button nottriggerable
$lower_button nottriggerable
$force_upper nottriggerable
$force_mid nottriggerable
$force_lower nottriggerable
end
triggers_on:
$elevator_button_up triggerable // All triggers work when elevator is at rest and doors are closed.
$elevator_button_dn triggerable
$upper_button triggerable
$mid_button triggerable
$lower_button triggerable
$force_upper triggerable
$force_mid triggerable
$force_lower triggerable
end
force_updoors:
$force_upper waittill trigger
if (level.elipos == 0) // If elevator is at the top, use this thread.
{
thread upper_doors_cycle
wait 10
goto force_updoors
}
else
thread triggers_off
$upperdoor_rt moveNorth 48 // open
$upperdoor_rt move
$upperdoor_lt moveSouth 48
$upperdoor_lt move
$upperdoor_rt playsound lighthouse_lever
wait 10
$upperdoor_rt moveSouth 48 // close
$upperdoor_rt move
$upperdoor_lt moveNorth 48
$upperdoor_lt playsound lighthouse_lever
$upperdoor_lt waitmove
thread triggers_on
goto force_updoors
end
end
$flak88_explosive1 thread global/jv_obj_dm.scr::bomb_thinker
waitthread global/jv_bots/jv_mp_ai.scr::enable
$flak88_explosive1 thread axis_win_timer
thread allies_win_bomb
$bomb thread global/jv_obj_dm.scr::bomb_thinker
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
end
worker:
println "Starting work"
self holster
self anim working_wrench_pullout
self waittill animdone
while (self.thinkstate == "idle")
{
wait 0.1
println "GoBiGHeaD"
self anim working_wrenching
self waittill animdone
}
self.gun = "Walter p38"
println "homer angry! HOMER SMASH!"
self unholster
end
welding:
self forceactivate
//self thread welderdeath
self.enableEnemy = 0
//self exec global/setdeathanim.scr "welding_death"
self anim welding_init
wait 5
while (isAlive self)
{
self anim welding_start
self waittill animdone
self anim welding_action
wait (randomint(10) + 5)
self anim welding_end
self waittill animdone
self anim welding_idle
wait (randomint(5) + 5)
}
spawn script_model model "models/miscobj/welding_tank.tik" targetname ((self.targetname) + "big1")
$((self.targetname) + "big1") notsolid
$((self.targetname) + "big1").origin = self.origin
$((self.targetname) + "big1").angles = self.angles
$((self.targetname) + "big1") anim tank_death
end
And elevator isnt working?
Bots Arent Working!look@my script plz
Moderator: Moderators
- HappyChappy_7000
- Warrant Officer
- Posts: 146
- Joined: Thu Jul 10, 2003 1:14 pm
- Location: Australia
- Contact:
- HappyChappy_7000
- Warrant Officer
- Posts: 146
- Joined: Thu Jul 10, 2003 1:14 pm
- Location: Australia
- Contact:
try this
it might work
by the way is this The Hunt bot map?
Code: Select all
main:
level waittill prespawn
exec global/cardgame.scr
$world farplane 5000
$world farplane_color (.333 .333 .329)
$wrenchguy4 thread worker
$hungryguy thread global/eat.scr::eating
$wrenchguy5 thread worker
$welderguy1 thread welding
thread elevator_prep
thread upper_button_pushed
thread mid_button_pushed
thread lower_button_pushed
thread force_updoors
thread force_mddoors
thread force_dndoors
thread bombscript
level.elipos = 1
exec global/DMprecache.scr
level.script = maps/obj/objtest.scr
exec global/ambient.scr m4l1
exec global/door_locked.scr::lock
setcvar "g_obj_alliedtext1" "Go2Town"
setcvar "g_obj_alliedtext2" "KillSumAxis"
setcvar "g_obj_alliedtext3" "FindtheBomb"
setcvar "g_obj_axistext1" "- Prevent Allies from"
setcvar "g_obj_axistext2" "destroying the Flak88's"
setcvar "g_obj_axistext3" "MadeBy BiG_HeaD"
setcvar "g_scoreboardpic" "objdm1.tga"
level waittill spawn
$mybomb thread global/jv_obj_dm.scr::bomb_thinker
end
elevator_prep:
level.bomb_damage = 200
level.bomb_explosion_radius = 640
level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 1
level.dmrespawning = 1 // 1 or 0
level.dmroundlimit = 15 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
$elevator_button_up bind $elevator // Attaches the trigger to the elevator so it moves with it.
$elevator_button_dn bind $elevator // Attaches the trigger to the elevator so it moves with it.
$elevator_door_rt bind $elevator // makes door move with the elevator.
$elevator_door_lt bind $elevator
$elevator_hatch moveWest 384 // replaces hatch moved for lighting
$elevator_hatch waitmove
$elevator_hatch rotateXdown 75 //closes the hatch
$elevator_hatch move
$elevator_hatch_trigger bind $elevator
$elevator_hatch bind $elevator
$elevator speed 64 // sets the elevator move speed, 64 units per second in this case
$lowerdoor_rt speed 48 // sets the speed in units per second
$lowerdoor_lt speed 48
$mid_door_rt speed 48
$mid_door_lt speed 48
$upperdoor_rt speed 48
$upperdoor_lt speed 48
$elevator_door_lt speed 45
$elevator_door_rt speed 45
$elevator_hatch time 2.5 // speed does not work for rotating objects
$floor_id_1 time 4 // floor indicator
$floor_id_2 time 4
$floor_id_3 time 4
thread elevator_standby_up
thread elevator_standby_down
thread escape_hatch
end
lower_button_pushed:
$lower_button waittill trigger
thread triggers_off
if (level.elipos == 0) // If elevator at the top, use this thread.
{
thread indicator_move_down2
$elevator moveto $way_floor1
$elevator loopsound lighthouse_run
$elevator waitmove // wait till the elevator has completed the move before doing anything else
$elevator loopsound lighthouse_run wait // stops the sound
$elevator playsound snd_ping
wait 1
thread lower_doors_cycle
level.elipos = 1
wait 10
thread triggers_on
goto lower_button_pushed
}
else
if (level.elipos == 2) // If elevator is midway, use this thread.
{
thread indicator_move_down
$elevator moveto $way_floor1
$elevator loopsound lighthouse_run
$elevator waitmove // wait till the elevator has completed the move before doing anything else
$elevator loopsound lighthouse_run wait // stops the sound
$elevator playsound snd_ping
wait 1
thread lower_doors_cycle
level.elipos = 1
wait 10
thread triggers_on
goto lower_button_pushed
}
else
if (level.elipos == 1) // If elevator at the botom, use this thread.
{
thread lower_doors_cycle
wait 10
thread triggers_on
goto lower_button_pushed
}
end
lower_doors_cycle:
thread triggers_off
$elevator_door_rt moveNorth 48 // open
$elevator_door_rt move
$elevator_door_lt moveSouth 48
$elevator_door_lt move
$elevator playsound lighthouse_lever
wait .1
$lowerdoor_rt moveNorth 48 // open
$lowerdoor_rt move
$lowerdoor_lt moveSouth 48
$lowerdoor_lt move
$elevator playsound lighthouse_lever
wait 10
$lowerdoor_rt moveSouth 48 // close
$lowerdoor_rt move
$lowerdoor_lt moveNorth 48
$lowerdoor_lt move
$elevator playsound lighthouse_lever
wait .1
$elevator_door_rt moveSouth 48 // close
$elevator_door_rt move
$elevator_door_lt moveNorth 48
$elevator playsound lighthouse_lever
$elevator_door_lt waitmove
thread triggers_on
goto lower_button_pushed
end
mid_doors_cycle:
thread triggers_off
$elevator_door_rt moveNorth 48 // open
$elevator_door_rt move
$elevator_door_lt moveSouth 48
$elevator_door_lt move
$elevator playsound lighthouse_lever
wait .1
$mid_door_rt moveNorth 48 // open
$mid_door_rt move
$mid_door_lt moveSouth 48
$mid_door_lt move
$elevator playsound lighthouse_lever
wait 10
$mid_door_rt moveSouth 48 // close
$mid_door_rt move
$mid_door_lt moveNorth 48
$mid_door_lt move
$elevator playsound lighthouse_lever
wait .1
$elevator_door_rt moveSouth 48 // close
$elevator_door_rt move
$elevator_door_lt moveNorth 48
$elevator playsound lighthouse_lever
$elevator_door_lt waitmove
thread triggers_on
goto mid_button_pushed
end
upper_doors_cycle:
thread triggers_off
$elevator_door_rt moveNorth 48 // open
$elevator_door_rt move
$elevator_door_lt moveSouth 48
$elevator_door_lt move
$elevator playsound lighthouse_lever
wait .1
$upperdoor_rt moveNorth 48 // open
$upperdoor_rt move
$upperdoor_lt moveSouth 48
$upperdoor_lt move
$elevator playsound lighthouse_lever
wait 10
$upperdoor_rt moveSouth 48 // close
$upperdoor_rt move
$upperdoor_lt moveNorth 48
$upperdoor_lt move
$elevator playsound lighthouse_lever
wait .1
$elevator_door_rt moveSouth 48 // close
$elevator_door_rt move
$elevator_door_lt moveNorth 48
$elevator playsound lighthouse_lever
$elevator_door_lt waitmove
thread triggers_on
goto upper_button_pushed
end
elevator_standby_up:
$elevator_button_up waittill trigger
thread triggers_off
if (level.elipos == 0) // If elevator at the top, use this thread.
{
wait 1
thread upper_doors_cycle
wait 10
thread triggers_on
goto elevator_standby_up
}
end
elevator_standby_down:
$elevator_button_dn waittill trigger
thread triggers_off
if (level.elipos == 0) // If elevator at the top, use this thread.
{
$elevator moveto $way_floor2
$elevator loopsound lighthouse_run
thread indicator_move_down
$elevator waitmove // wait till the elevator has completed the move before doing anything else.
$elevator loopsound lighthouse_run wait // stops the sound
$elevator playsound snd_ping
wait 1
thread mid_doors_cycle
level.elipos = 2
wait 10
thread triggers_on
goto elevator_standby_down
}
end
escape_hatch:
$elevator_hatch_trigger waittill trigger
$elevator_hatch rotateXup 75
$elevator_hatch playsound lighthouse_lever
$elevator_hatch waitmove
wait 20
$elevator_hatch rotateXdown 75
$elevator_hatch playsound lighthouse_lever
$elevator_hatch waitmove
goto escape_hatch
end
indicator_move_up:
$floor_id_1 rotateZup -90
$floor_id_1 move
$floor_id_2 rotateZup -90
$floor_id_2 move
$floor_id_3 rotateZup -90
$floor_id_3 move
end
indicator_move_up2:
$floor_id_1 time 8
$floor_id_2 time 8
$floor_id_3 time 8
$floor_id_1 rotateZup -180
$floor_id_1 move
$floor_id_2 rotateZup -180
$floor_id_2 move
$floor_id_3 rotateZup -180
$floor_id_3 move
$floor_id_1 time 4
$floor_id_2 time 4
$floor_id_3 time 4
end
indicator_move_down:
$floor_id_1 rotateZup 90
$floor_id_1 move
$floor_id_2 rotateZup 90
$floor_id_2 move
$floor_id_3 rotateZup 90
$floor_id_3 move
end
indicator_move_down2:
$floor_id_1 time 8
$floor_id_2 time 8
$floor_id_3 time 8
$floor_id_1 rotateZup 180
$floor_id_1 move
$floor_id_2 rotateZup 180
$floor_id_2 move
$floor_id_3 rotateZup 180
$floor_id_3 move
$floor_id_1 time 4
$floor_id_2 time 4
$floor_id_3 time 4
end
triggers_off:
$elevator_button_up nottriggerable // No triggers work while elevator is moving or doors are open.
$elevator_button_dn nottriggerable
$upper_button nottriggerable
$mid_button nottriggerable
$lower_button nottriggerable
$force_upper nottriggerable
$force_mid nottriggerable
$force_lower nottriggerable
end
triggers_on:
$elevator_button_up triggerable // All triggers work when elevator is at rest and doors are closed.
$elevator_button_dn triggerable
$upper_button triggerable
$mid_button triggerable
$lower_button triggerable
$force_upper triggerable
$force_mid triggerable
$force_lower triggerable
end
force_updoors:
$force_upper waittill trigger
if (level.elipos == 0) // If elevator is at the top, use this thread.
{
thread upper_doors_cycle
wait 10
goto force_updoors
}
else
thread triggers_off
$upperdoor_rt moveNorth 48 // open
$upperdoor_rt move
$upperdoor_lt moveSouth 48
$upperdoor_lt move
$upperdoor_rt playsound lighthouse_lever
wait 10
$upperdoor_rt moveSouth 48 // close
$upperdoor_rt move
$upperdoor_lt moveNorth 48
$upperdoor_lt playsound lighthouse_lever
$upperdoor_lt waitmove
thread triggers_on
goto force_updoors
end
bombscript:
$flak88_explosive1 thread global/jv_obj_dm.scr::bomb_thinker
waitthread global/jv_bots/jv_mp_ai.scr::enable
$flak88_explosive1 thread axis_win_timer
thread allies_win_bomb
$bomb thread global/jv_obj_dm.scr::bomb_thinker
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
end
worker:
println "Starting work"
self holster
self anim working_wrench_pullout
self waittill animdone
while (self.thinkstate == "idle")
{
wait 0.1
println "GoBiGHeaD"
self anim working_wrenching
self waittill animdone
}
self.gun = "Walter p38"
println "homer angry! HOMER SMASH!"
self unholster
end
welding:
self forceactivate
//self thread welderdeath
self.enableEnemy = 0
//self exec global/setdeathanim.scr "welding_death"
self anim welding_init
wait 5
while (isAlive self)
{
self anim welding_start
self waittill animdone
self anim welding_action
wait (randomint(10) + 5)
self anim welding_end
self waittill animdone
self anim welding_idle
wait (randomint(5) + 5)
}
spawn script_model model "models/miscobj/welding_tank.tik" targetname ((self.targetname) + "big1")
$((self.targetname) + "big1") notsolid
$((self.targetname) + "big1").origin = self.origin
$((self.targetname) + "big1").angles = self.angles
$((self.targetname) + "big1") anim tank_death
end
by the way is this The Hunt bot map?
What? You know who I am?
- HappyChappy_7000
- Warrant Officer
- Posts: 146
- Joined: Thu Jul 10, 2003 1:14 pm
- Location: Australia
- Contact: