Can someone check my script for the boogie man

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What really happend to JV's video card?

It fried all on its own.
0
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JV has been frying his morning egg on it.
2
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Nano bots have been burning nano tyres on it.
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The one armed man did it.
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Sumo travelled through the centre of the earth in his dirt ship from australia to the netherlands and burnt it with matches while JV was sleeping dreaming of bots with high iq's.
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Total votes: 2

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small_sumo
Lieutenant General
Posts: 953
Joined: Mon Jul 01, 2002 4:17 pm
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Can someone check my script for the boogie man

Post by small_sumo »

I am about to release my map hms hood at sea, and because I only just came down out of the trees I dont trust that I have done no mistakes in my script. So here it is if you see the boogie man please show me.

Thanks guys.


// OBJ_HMS HOOD_AS
// ARCHITECTURE:
// SCRIPTING:

main:

setcvar "g_obj_alliedtext1" "Defend HOOD"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""

setcvar "g_obj_axistext1" "Zerst?ren Sie HOOD"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "obj_hms_hood_as"

exec global/DMprecache.scr

//jv's new sound workaround ..... here goes.

local.master = spawn ScriptMaster



local.master aliascache stinky_bum sound/sumo/stinky_bum.wav soundparms 1.0 0.2 1.0 0.0 256 512 auto loaded maps "obj"
local.master aliascache threat_me sound/sumo/threat_me.wav soundparms 1.0 0.2 1.0 0.0 512 712 auto loaded maps "obj"
local.master aliascache whatever sound/sumo/whatever.wav soundparms 1.0 0.2 1.0 0.0 256 512 auto loaded maps "obj"
local.master aliascache hood_fireplace sound/amb/Amb_FirePlace.wav soundparms 50.0 0.0 1.0 0.0 128 200 auto loaded maps "obj"
local.master aliascache hood_machine_loop2 sound/amb/Amb_MachineLoop_03.wav soundparms 0.6 0.0 1.0 0.0 700 1000 auto loaded maps "obj"
local.master aliascache hood_steamloop sound/mechanics/Mec_SteamLoop_01.wav soundparms 1.0 0.2 1.0 0.0 320 512 auto loaded maps "obj"
local.master aliascache elevator_gate sound/mechanics/Mec_ElevatorGate_03.wav soundparms 1.5 0.0 1.0 0.0 300 3000 auto loaded maps "obj"
local.master aliascache elevator_start sound/null.wav soundparms 1.5 0.0 1.0 0.0 800 3000 auto loaded maps "obj"
local.master aliascache elevator_run sound/mechanics/Mec_ElevatorRun_01.wav soundparms 1.5 0.0 1.0 0.0 800 3000 auto loaded maps "obj"
local.master aliascache elevator_stop sound/null.wav soundparms 1.5 0.0 1.0 0.0 800 3000 auto loaded maps "obj"
local.master aliascache stonecrash01 sound/weapons/explo/Explo_StoneMed1.wav soundparms 0.6 0.4 1.0 0.4 2000 8000 auto loaded maps "m dm moh obj training"
local.master aliascache stonecrash02 sound/weapons/explo/Explo_StoneMed2.wav soundparms 0.6 0.4 1.0 0.4 2000 8000 auto loaded maps "m dm moh obj training"
local.master aliascache stonecrash03 sound/weapons/explo/Explo_StoneMed1.wav soundparms 0.6 0.4 1.0 0.4 2000 8000 auto loaded maps "m dm moh obj training"
local.master aliascache stonesmall01 sound/mechanics/Obj_BreakStoneSml_01.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "m dm moh obj training"
local.master aliascache stonesmall02 sound/mechanics/Obj_BreakStoneSml_02.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "m dm moh obj training"
local.master aliascache stonesmall03 sound/mechanics/Obj_BreakStoneSml_03.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "m dm moh obj training"
local.master aliascache stonesmall04 sound/mechanics/Obj_BreakStoneSml_04.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "m dm moh obj training"
local.master aliascache stonesmall05 sound/mechanics/Obj_BreakStoneSml_01.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "m dm moh obj training"


level.script = maps/obj/obj_hms_hood_as.scr
exec global/ambient.scr obj_hms_hood_as


level waittill prespawn ///////////////////////////////////////////////////////////////////////

exec global/door_locked.scr
exec global/exploder.scr
exec global/bomber.scr
// exec global/ambient.scr mohdm1
exec global/cardgame.scr
thread KT2_Init_CP
// $sumo_allied_medic exec global/disable_ai.scr
// level.script = maps/obj/obj_hms_hood_as // Tom commented out this duplacate/unfinished line
// local.chunk.fire = "models/emitters/fireandsmoke.tik" // Tom added this line sumo says thanks Tom :)
thread elevator_preparation //Set the threads...

level waittill spawn //////////////////////////////////////////////////////////////////////////

//$smoke_end anim stop

$good_soldier exec global/disable_ai.scr
$good_soldier thread salute

//$sleepy2 notsolid
$sleepy2 exec global/disable_ai.scr
$sleepy2 anim sleep_lowerbunk

//$sleepy3 notsolid
$sleepy3 exec global/disable_ai.scr
$sleepy3 anim sleep_middlebunk

$farty exec global/disable_ai.scr
$farty anim sleep_middlebunk

$doods threatbias ignoreme
$doods nodamage
$doods exec global/disable_ai.scr

$allied_gamer nodamage
$allied_gamer threatbias ignoreme
$allied_gamer exec global/disable_ai.scr
$allied_gamer thread I_wanna_paly_too

$allied_gamer2 nodamage
$allied_gamer2 threatbias ignoreme
$allied_gamer2 exec global/disable_ai.scr
$allied_gamer2 thread Im_cool
$stack_ouch2 hide
$stack_ouch hide

thread hoodsounds
thread shovel
thread shovel_move


//level.camera_speed = .3
level.jvbot_showavatar = 0
level.debug_light = 0
level.jvbot_respawning = 1 // uhm, better just leave at 1 for the beta
level.alliesbots = 6 // max number of bots
level.axisbots = 6
level.dmrespawning = 1 // respawn players, necessary!
level.dmroundlimit = 10
level.clockside = "allies" // allies win when timelimit is hit
level.defusing_team = "allies"
level.planting_team = "axis" // can be set per individual bomb as well by using the $plantteam key
level.bomb_damage = 512
level.bomb_explosion_radius = 512
level.jvbot_tasks_priority[follow] = 3

//weapon preferences ***************************************************************
level.jvbot_weapon_priority["m1 garand"] = 0
level.jvbot_weapon_priority["springfield '03 sniper"] = 0
level.jvbot_weapon_priority["thompson"] = 50
level.jvbot_weapon_priority["bar"] = 0
level.jvbot_weapon_priority["shotgun"] = 50
level.jvbot_weapon_priority["high standard"] = 0
level.jvbot_weapon_priority["colt 45"] = 0
level.jvbot_weapon_priority["bazooka"] = 0
level.jvbot_weapon_priority["mauser kar 98k"] = 0
level.jvbot_weapon_priority["mauser kar 98d sniper"] = 0
level.jvbot_weapon_priority["mp40"] = 0
level.jvbot_weapon_priority["stg44"] = 50
level.jvbot_weapon_priority["walter p38"] = 0
level.jvbot_weapon_priority["panzerschrek"] = 0


$bomb thread global/jv_obj_dm.scr::bomb_thinker
level.routelist[bomb] = top::lower::boilerroom
//level.routelist[bomb] = top
waitthread global/jv_bots/jv_mp_ai.scr::enable 0 0 0 0 // enables bots
while !(level.roundstart)
wait 0.5
thread axis_win_check
wait 2


axis_win_check:

while($bomb.exploded != 1)
wait 0.5

//while($bomb2.exploded != 1)
//wait 0.5

//while($bomb3.exploded != 1)
//wait 0.5

//while($bomb4.exploded != 1)
//wait 0.5

level.alliedwin = 1
//level.dmroundlimit = (level.dmroundlimit + 13)
thread camera_mover
wait 8.5

teamwin axis


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

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

end //the end.

oops_up:

$oops_up_switch anim on
$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
$oops_up_switch anim off
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

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

end

oops_down:

$oops_down_switch anim on
$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
$oops_down_switch anim off
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

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

end

yer_ded:

parm.other hurt 101

end

yer_ded_stack:

parm.other hurt 101

$stack_ouch show
wait 1
$stack_ouch hide

end

yer_ded_stack2:

parm.other hurt 101

$stack_ouch2 show
wait 1
$stack_ouch2 hide

end

// --------------------------------------------------------------------
KT2_Init_CP:
$sumo_axis_medic.KT2_Team = "axis"
$sumo_allied_medic.KT2_Team = "allies"

$sumo_allied_medic nodamage
$sumo_allied_medic threatbias ignoreme
$sumo_allied_medic exec global/disable_ai.scr
$sumo_allied_medic exec global/crouch.scr

$sumo_axis_medic nodamage
$sumo_axis_medic threatbias ignoreme
$sumo_axis_medic exec global/disable_ai.scr
$sumo_axis_medic exec global/crouch.scr
end

KT2_trigger_Axis_CP:
$sumo_axis_medic thread KT2_CP_Salute
end

KT2_trigger_Allied_CP:
$sumo_allied_medic thread KT2_CP_Salute
end


// --------------------------------------------------------------------
KT2_CP_Salute:

if ((IsAlive self) & (self.Busy != 1))
{

self.Busy = 1

local.player = parm.other // get player


// iprintln ("Dood Team " + $(self).KT2_Team + " My Team " + local.player.dmteam)


// CP See's You

// self lookat local.player
self turnto local.player
// self waittill turndone


// CP Help or CP Hurt?

if (local.player.dmteam == $(self).KT2_Team)
{

// CP the Good Guy



// CP the Medic
if (local.player.health != 100)
{

// Modified Omaha medic code

self nodamage
self exec global/stand.scr
self upperanim pass_canteen_start
self waittill upperanimdone

self upperanim pass_canteen_idle

local.MedicWait = 1


while (local.MedicWait == 1)
{

self exec global/stand.scr

self upperanim pass_canteen_idle

if (vector_length (local.player.origin - self.origin) >= 200)
{
local.MedicWait = 0
self upperanim pass_canteen_end
// iprintlnbold "*** U walked away ***"

if ( local.player.dmteam == "allies" ) self playsound allied_NoSir
else self playsound axis_NoSir


}
else
{
if (vector_length (local.player.origin - self.origin) < 100)
{
self upperanim pass_canteen_end
local.MedicWait = 0
local.player heal 1
local.player playsound med_kit

// iprintlnbold "You have received health from a medic."
// println "healed"
}
}

wait 1

}

self nodamage

wait 1
self turnto NULL

}


else
{

self holster

if ( local.player.dmteam == "allies" )
{
self anim american_salute
wait 1
self playsound allied_YesSir // Yes Sir
self waittill animdone // wait 1
}
else
{
self anim salute
wait 1
self playsound axis_YesSir // Yes Sir
wait 2 // self waittill animdone
}

self unholster
wait 1
self turnto NULL

}

self exec global/crouch.scr


}

else

// CP Bad :( only works if Axis.... go figure.
{
self attackplayer local.player
}


self.Busy = 0
}

end

I_wanna_paly_too:


$allied_gamer anim chair_actor2_idleloop
$allied_gamer waittill animdone
$allied_gamer anim chair_actor1_idleloop
$allied_gamer waittill animdone

goto I_wanna_paly_too

//self anim chair_radio_listenidle

end

Im_cool:


$allied_gamer2 anim scientist_thought_start
$allied_gamer2 waittill animdone
$allied_gamer2 anim scientist_thought
wait 3
$allied_gamer2 anim scientist_thought_end
$allied_gamer2 waittill animdone
$allied_gamer2 anim scientist_scratch
$allied_gamer2 waittill animdone

//$allied_gamer2 anim stand_balcony_intro
//$allied_gamer2 waittill animdone
//$allied_gamer2 anim stand_balcony_loop01
//$allied_gamer2 waittill animdone
//$allied_gamer2 anim stand_balcony_loop02
//$allied_gamer2 waittill animdone
//$allied_gamer2 anim stand_balcony_outtro
//$allied_gamer2 waittill animdone

//$allied_gamer2 anim german_hit_1
//$allied_gamer2 waittill animdone
//$allied_gamer2 anim german_hit_2
//$allied_gamer2 waittill animdone
//$allied_gamer2 anim german_hit_3
//$allied_gamer2 waittill animdone
//$allied_gamer2 anim caught_smoking1
//$allied_gamer2 waittill animdone
//$allied_gamer2 anim caught_smoking2
//$allied_gamer2 waittill animdone
$allied_gamer2 anim atease
wait 8
//$allied_gamer2 anim lean_standwall_legs
wait 3



/*
$allied_gamer2 anim relax01
wait 3
$allied_gamer2 anim relax02
wait 3
*/

goto Im_cool

end

shovel_move:

while (1)
{
$shoveling_dude anim idle
wait 10
}

goto shovel_move

end

shovel:
$boiler_light light 1 .6 .4 10 // script_model light color/size
$shoveling_dude anim idle
$boiler_flash_fire hide
wait 1
$boiler_flash_fire show
$boiler_light light 1 .6 .4 150 // script_model light color/size
wait .5
goto shovel

end

hoodsounds:

wait 1

$hood_steam loopsound hood_steamloop

wait 1

$hood_brfire loopsound hood_fireplace

wait 1

$hood_br loopsound hood_machine_loop2

end

threat_me:

$threat_me playsound threat_me

end

whatever:

$whatever playsound whatever

end

babys_got_gas:

$farty_sound playsound stinky_bum

salute:


self holster
self.enableEnemy = 0

while(isAlive self)
{
self anim smoking01
self waittill animdone
self anim smoking02
wait (randomint(5) + 2)

self anim smoking04
self waittill animdone
self anim american_salute
self waittill animdone


}
end

camera_mover:



//$smoke_end anim start
$smokestack anim stop

local.player = parm.other
drawhud 0 // clear the screen
//$player nodamage
//$player hide
//freezeplayer
letterbox .5
cuecamera $watch_camera
wait 6.0
locprint 300 300 ("Map By Small_Sumo" + "\n" + "many thanks to" + "\n" + "Jv_map" + "\n" + "TLTrude" + "\n" + "also Sgt Kia for his awesome Skin's")
$watch_camera cut
cuecamera $watch_camera2
wait 2.5
drawhud 1
//setcvar cg_3rd_person 0
$watch_camera2 cut

//cueplayer

end

wakeup:

$sleepy2 anim jumpup_lowerbunk
wait 1
$sleepy2 exec global/enable_ai.scr
$sleepy2 runto sleepy3_dest

$sleepy3 anim jumpup_middlebunk
wait 1
$sleepy3 exec global/enable_ai.scr
$sleepy3 runto sleepy3_dest

//wait 10

//$sleepy2 exec global/enable_ai.scr
//$sleepy3 exec global/enable_ai.scr


end


/*

explode local.set:
for(local.i = 1; local.i <= $exploderchunk.size; local.i++)
{
local.chunk = $exploderchunk[local.i]
if(local.chunk.set == local.set)
{
if(local.chunk.fire != NIL)
{
local.chunk.fx = spawn local.chunk.fire
local.chunk.fx glue local.chunk
local.chunk.fx anim start
local.chunk.fx thread removeatdeath local.chunk
}
}
}
exec global/exploder.scr::explode local.set
end

removeatdeath local.dier:
while(local.dier)
waitframe

if(self)
self remove

end

*/
Image

www.smallsumo.tk

Yeah Truth above Honor Man ;)
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Well couldn't really find any errors, except that this seems a little funny:

Code: Select all

level.alliedwin = 1

// (...)

teamwin axis
Also why is my precious exploder code commented out :cry: lol :)

Cool poll btw, still making up my mind :wink:
Image
User avatar
small_sumo
Lieutenant General
Posts: 953
Joined: Mon Jul 01, 2002 4:17 pm
Contact:

Post by small_sumo »

Well thats a glaring mistake, thanks for the pickup. I couldnt get it to work, though tom did he sent me a test map even, I ended up with such a huge fireball I though well that might do andget this map out, I would like to egt my head around it so I can use it in future porojects. I think a lot of guys would be interested.

Thanks mate.
Image

www.smallsumo.tk

Yeah Truth above Honor Man ;)
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