little help with my script ... thanks

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small_sumo

little help with my script ... thanks

Post by small_sumo »

Basicly for my script I usually modify mohdm1, when I just add exec global/cardgame to it my dudes will play cards, but when I add the elevator part to the script suddenly the dudes think a lady has entered the room and they all want to stand.
Even when I add basic lines like global/exploder and global/bomber its enough to throw my cardgame.
So here it is maybe something will jump out and hit you. :]

Thanks

// SOUTHERN FRANCE
// ARCHITECTURE: SENN
// SCRIPTING: POWZER

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "hanger_se"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "hanger_se"

// call additional stuff for playing this map round

based is needed
if(level.roundbased)
thread roundbasedthread
exec global/cardgame.scr
level waitTill prespawn
thread elevator_preparation //Set the threads...

//*** Precache Dm Stuff
exec global/DMprecache.scr

level.script = maps/dm/hanger_se.scr
exec global/ambient.scr hanger_se
exec global/bomber.scr
exec global/exploder.scr
exec global/door_locked.scr


level waittill spawn

end

//------------------------------------------------------------

-----------------

elevator_preparation:

$elevator moveto $waypoint_down // Moves elevator to

waypoint_down.
$elevator_button bind $elevator // Attaches the

elevator_button into the elevator, this making it move same

time as the elevator.
$elevator time 4 // sets the elevator move time, 4 seconds in

this case, could also use the command "speed".
local.elepos = 0 // Defines the position of the elevator. "0 -

lift down" "1 - lift up" Default - lift down
goto elevator_standby // standing by and waiting player to

activate the trigger

//----------------------------------------------------------->
// Elevator is idle, and waiting user to activate the trigger
//----------------------------------------------------------->

elevator_standby:

$elevator_button waittill trigger
if (local.elepos == 0) // If lift state is down, its better

get up.
{
println "elevator down - moving up" //prints this text to

console if the developer mode is set.
goto lift_move_up // jumps straight to the "lift_move_up" part

in the script
}
else
if (local.elepos == 1) // Or maybe lift state is up, and you

need to get down?
{
println "elevator up - moving down" //prints this text to

console if the developer mode is set.
goto lift_move_down // jumps straight to the "lift_move_down"

part in the script
}

//----------------------------------------------------------->

lift_move_up:

$elevator moveto $waypoint_up //moves the lift to

info_waypoint with targetname waypoint_up
$elevator playsound elevator_run //plays the

"sound/mechanics/Mec_ElevatorRun_01.wav" defined in the

ubersound.scr line 1052
$elevator waitmove //wait till the elevator has completed the

move before doing anything else
local.elepos = 1 // it seems the elevator is up now, so we set

the local.elepos to 1
goto elevator_standby // Jumps back to the standby part of the

script waiting user to activate the trigger

//----------------------------------------------------------->

lift_move_down:

$elevator moveto $waypoint_down //moves the lift to

info_waypoint with targetname waypoint_down
$elevator playsound elevator_run //plays the

"sound/mechanics/Mec_ElevatorRun_01.wav" defined in the

ubersound.scr line 1052
$elevator waitmove //wait till the elevator has completed the

move before doing anything else
local.elepos = 0 // it seems the elevator is down now, so we

set the local.elepos to 1
goto elevator_standby // Jumps back to the standby part of the

script waiting user to activate the trigger


roundbasedthread:

// Can specify different scoreboard messages for round

based games here.

level waitTill prespawn

level waittill spawn

// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills,

or draw

level waittill roundstart

end
Wombat
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Posts: 93
Joined: Fri Jun 14, 2002 5:10 pm
Location: Adelaide, Australia
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Post by Wombat »

Is there any output in the console we could see as well please? Need to see any errors Mohaa is spitting out..... :wink:

I will check out the cardgames.scr file for now....
Wombat's
Eats roots shoots then leaves...........
small_sumo

Post by small_sumo »

Ok I did have a look but couldnt find any reference to the cardgame or an ai error in the console, I posted the same q at aa and got some goodinfo there. But my problem isnt solved to the minute , either way I always return and post the answer when I get it.

Thanks Take care
Guest

Post by Guest »

sall gone to hell man I dunno if I can put up with this only for astronaughts editor .... sheeesh.
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