Bots Arent Working!look@my script plz

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BiG_HeaD
Brigadier General
Posts: 531
Joined: Thu Jul 03, 2003 7:28 pm

Bots Arent Working!look@my script plz

Post by BiG_HeaD »

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?
User avatar
HappyChappy_7000
Warrant Officer
Posts: 146
Joined: Thu Jul 10, 2003 1:14 pm
Location: Australia
Contact:

Post by HappyChappy_7000 »

some parts of the thread have no label
and one part there are two "end"
What? You know who I am?
User avatar
HappyChappy_7000
Warrant Officer
Posts: 146
Joined: Thu Jul 10, 2003 1:14 pm
Location: Australia
Contact:

Post by HappyChappy_7000 »

try this

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 
it might work :?
by the way is this The Hunt bot map?
What? You know who I am?
BiG_HeaD
Brigadier General
Posts: 531
Joined: Thu Jul 03, 2003 7:28 pm

Post by BiG_HeaD »

lolz. works. Well, bots work, Elevator still isnt. Have you used it before?
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HappyChappy_7000
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Post by HappyChappy_7000 »

sry i'm not into elevators :(
try Tiltrudes tutorial map on elevators
What? You know who I am?
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