Scripting questions
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- HDL_CinC_Dragon
- Brigadier General
- Posts: 574
- Joined: Mon Dec 22, 2003 8:32 pm
Scripting questions
ok, heres the situation...
1 bridge platform consisting of 2 brushes
2 sides each with one switch
Axis side Switch |Bridge| Switch Allies side
how do i make it so that they go from horizontal to vertical? like a real bridge? and if that dosnt work, ill just make one that spins in the center.
Any ideas?
1 bridge platform consisting of 2 brushes
2 sides each with one switch
Axis side Switch |Bridge| Switch Allies side
how do i make it so that they go from horizontal to vertical? like a real bridge? and if that dosnt work, ill just make one that spins in the center.
Any ideas?
Last edited by HDL_CinC_Dragon on Fri Aug 27, 2004 12:49 am, edited 1 time in total.
Wacko's Recycling bin has something along those lines...
http://www.decalattack.com/recyclebin/s ... ames.shtml
click the 'misc' button at the bottom.
if this is what you are asking for.
http://www.decalattack.com/recyclebin/s ... ames.shtml
click the 'misc' button at the bottom.
if this is what you are asking for.
.:c|H|EE|TO|H|s|:.

Need a thorough map tester? Shine the Cheetohs signal!

Need a thorough map tester? Shine the Cheetohs signal!
mp_ambient2
This tutorial map also has a one sided draw bridge w/sound--the trigger is in the river.
http://www.alliedassault.com/pafiledb/p ... le&id=2393

http://www.alliedassault.com/pafiledb/p ... le&id=2393

- HDL_CinC_Dragon
- Brigadier General
- Posts: 574
- Joined: Mon Dec 22, 2003 8:32 pm
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Shortricci
- Sergeant Major
- Posts: 100
- Joined: Tue Jun 03, 2003 6:51 pm
- Location: Bolton, England, UK
- Contact:
To make a bridge its basicly a rotating_func door.
You make an origin where the bridge goes up like |._ (. is where the origin would go)
You select all the bridge that move and the origin brush and make it a script_object, call it key/value targetname/mybridge
Then make a trigger_use with key/value setthread/bridge
Then in your script put this:
bridge:
$mybridge loopsound lighthouse_run
$mybridge time 10
$mybridge rotateyup -65
$mybridge waitmove
$mybridge stoploopsound lighthouse_run
wait 25
$mybridge loopsound lighthouse_run
$mybridge time 10
$mybridge rotateydown -65
$mybridge waitmove
$mybridge stoploopsound lighthouse_run
wait 1
end
... and your done
- Ricci
You make an origin where the bridge goes up like |._ (. is where the origin would go)
You select all the bridge that move and the origin brush and make it a script_object, call it key/value targetname/mybridge
Then make a trigger_use with key/value setthread/bridge
Then in your script put this:
bridge:
$mybridge loopsound lighthouse_run
$mybridge time 10
$mybridge rotateyup -65
$mybridge waitmove
$mybridge stoploopsound lighthouse_run
wait 25
$mybridge loopsound lighthouse_run
$mybridge time 10
$mybridge rotateydown -65
$mybridge waitmove
$mybridge stoploopsound lighthouse_run
wait 1
end
... and your done
- Ricci
-
omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
-
omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
-
omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
-
Shortricci
- Sergeant Major
- Posts: 100
- Joined: Tue Jun 03, 2003 6:51 pm
- Location: Bolton, England, UK
- Contact:
I didnt fully explain myself here then.omniscient wrote:so is he wrong?Shortricci wrote:To make a bridge its basicly a rotating_func door.
What i meant to say is, to make a bridge you basicly use the same tecnique making a func_rotating door, ie, Selecting all the bridge+origin and making it a script object. (if you read my post again, you'll see that said its like a func_rotatingdoor, i said use a script_object!)
As for the x,y,z. I used a script that i found that someone else did, i copied there script entry for it, and for some strange reason y made the bridge turn upside down (barrel role)
So yes, z is the correct term to use.
Hope that clears it up.
- Ricci
-
Shortricci
- Sergeant Major
- Posts: 100
- Joined: Tue Jun 03, 2003 6:51 pm
- Location: Bolton, England, UK
- Contact:
You didnt offend me m8 :pbighoss wrote:Shortricci I had no intention on offending you by what I said. I was just trying to tell Omniscient that you can't use rotating_door to make something rotateup. Also the script you put is a good example.
Sorry if i explained it like you thought you had.
Thanks for the compliment.
- Ricci
- HDL_CinC_Dragon
- Brigadier General
- Posts: 574
- Joined: Mon Dec 22, 2003 8:32 pm
Umm, where do i write the scripting stuffShortricci wrote:To make a bridge its basicly a rotating_func door.
You make an origin where the bridge goes up like |._ (. is where the origin would go)
You select all the bridge that move and the origin brush and make it a script_object, call it key/value targetname/mybridge
Then make a trigger_use with key/value setthread/bridge
Then in your script put this:
bridge:
$mybridge loopsound lighthouse_run
$mybridge time 10
$mybridge rotateyup -65
$mybridge waitmove
$mybridge stoploopsound lighthouse_run
wait 25
$mybridge loopsound lighthouse_run
$mybridge time 10
$mybridge rotateydown -65
$mybridge waitmove
$mybridge stoploopsound lighthouse_run
wait 1
end
... and your done
- Ricci





