------- Actual Spawning Entities Done ------------------ 27 ms
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/pulse_explosive.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/animate/fx_explosion_tank.tik
^~^~^ WARNING: func_crate entities 84 and 86 have overlapping volumes near (-105.767 370.197 -239) to (-71.1973 404.767 -233)
^~^~^ WARNING: func_crate entities 82 and 87 have overlapping volumes near (-244.803 367.16 -239) to (-212.16 399.803 -233)
^~^~^ WARNING: func_crate entities 82 and 88 have overlapping volumes near (-244.803 367.16 -239) to (-212.16 399.803 -233)
0 teams with 0 entities
unmatching {} pair
file 'maps/obj/complex.scr', source pos 3374:
unexpected end of file found
file 'maps/obj/complex.scr', source pos 3374:
^~^~^ Script file compile error: Couldn't parse 'maps/obj/complex.scr'
ScriptMaster::GetScript: Script 'maps/obj/complex.scr' was not properly loaded
95 entities spawned
219 simple entities spawned
0 entities inhibited
Whats the problem in this, I think this is why my script isnt working, before it was working properly and the third bomb didnt work, neither the fan...! But now nothing works at all..
// SE COMPLEX BETA
// ARCHITECT: -={SE}=- Snipes
// SCRIPTER: -={SE}=- Snipes
main:
setcvar "g_obj_alliedtext1" "Destroy the Control panel"
setcvar "g_obj_alliedtext2" "Find the blueprints"
setcvar "g_obj_alliedtext3" "Destroy the chamber"
setcvar "g_obj_axistext1" "Defend the control panel"
setcvar "g_obj_axistext2" "Defend the blueprints"
setcvar "g_obj_axistext3" "Defend the chamber"
setcvar "g_scoreboardpic" "textures/scum/complex_other.tga"
/////////////////////////
level waittill prespawn
/////////////////////////
exec global/DMprecache.scr
level.script = maps/obj/complex.scr
// m6l1a is a blowing wnind sound
exec global/ambient.scr obj_team2
thread global/exploder.scr::main
level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 3
level.bomb_damage = 200
level.bomb_explosion_radius = 2048
// Set the parameters for round based match
level.dmrespawning = 0 // 1 or 0 (0=no respawn)
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // axis, allies, kills, or draw
/////////////////////
level waittill spawn
////////////////////
////////////////////
// level waittill roundstart // Use "//" for testing the bomb alone
////////////////////
$panel_bomb thread global/obj_dm.scr::bomb_thinker
$third_bomb thread global/obj_dm.scr::bomb_thinker
thread desk_document_check
thread allies_win_bomb // Start the win check thread for allies
$panel_bomb thread axis_win_timer
level waittill axiswin
level.fan_spinning = 0
thread bigfan_mover
end
////////FAN SCRIPTING////////
bigfan_mover:
while(1) // Forever
{
$bigfan_switch waittill trigger
if (level.fan_spinning == 0)
{
thread bigfan_start
}
else
{
if (level.fan_spinning == 1)
{
thread bigfan_stop
}
}
end
bigfan_start:
wait .5
$bigfan loopsound lighthouse_run
$bigfan rotateY 3.6 // 10 seconds per revolution (6 rpm)
level.fan_spinning = 1
end
bigfan_stop:
wait .5
$bigfan stoploopsound
$bigfan rotateY 0
level.fan_spinning = 0
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
desk_document_check:
while(1) { // forever
// Dont execute past this line
// until someone triggers the object
$documents_trigger waittill trigger
// parm.other is the triggerer
if(parm.other.dmteam == allies) {
// Make the document graphix disappear
$documents hide
// Tell the win method that an
// objective has been completed
level.targets_destroyed ++ // ++ adds 1
// break out of the while loop
iprintln "The blueprints have been stolen!!" //Type the message you want to be displayed when the documents are stolen
break
}
// protection against making this
// thread use too much CPU
waitframe
}
end // end document checks
im new to scripting really and if you could fix the problem so that my - Fan, Control Panel bomb, and Third bomb work that woudl be great .. Thanks!!
Thanks that fixed my main problem, yet the third bomb doesnt work? any ideas?
* Also when the control panel bomb blows the exploders on the third bomb go too, is this because they set exploder same targetname, but i thought it was not a variable that u could cahnge...?
Snipes wrote:Thanks that fixed my main problem, yet the third bomb doesnt work? any ideas?
Define 'doesnt work'
Also when the control panel bomb blows the exploders on the third bomb go too, is this because they set exploder same targetname, but i thought it was not a variable that u could cahnge...?
----------------------Z-----------------------
self = panel_bomb
self.target (flak 88 or other) =
println "self.target.destroyed_model = " self.target.destroyed_model (global/obj_dm.scr, 31)
println "self.target.destroyed_model = " self.target^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.target.destroyed_model = NIL
println "self.target.target (collision entity) = " self.target.target (global/obj_dm.scr, 32)
println "self.target.target (collision entity) = " self.target^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.target.target (collision entity) = NIL
self.trigger_name = panel_trigger
self.exploder_set = 1
self.explosion_fx = models/fx/fx_explosion.tik
self.explosion_sound = NIL
self.killarea = groundzero
----------------------Z-----------------------
self.target.collisionent = self.target.target (global/obj_dm.scr, 40)
self.target.collisionent = self.target^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.target.collisionent = self.target.target (global/obj_dm.scr, 40)
self.target^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.target notsolid (global/obj_dm.scr, 41)
self.target ^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
waittill trigger panel_trigger
----------------------Z-----------------------
self = third_bomb
self.target (flak 88 or other) =
println "self.target.destroyed_model = " self.target.destroyed_model (global/obj_dm.scr, 31)
println "self.target.destroyed_model = " self.target^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.target.destroyed_model = NIL
println "self.target.target (collision entity) = " self.target.target (global/obj_dm.scr, 32)
println "self.target.target (collision entity) = " self.target^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.target.target (collision entity) = NIL
self.trigger_name = third_trigger
self.exploder_set = 1
self.explosion_fx = models/fx/fx_explosion.tik
self.explosion_sound = NIL
self.killarea = groundzero2
----------------------Z-----------------------
self.target.collisionent = self.target.target (global/obj_dm.scr, 40)
self.target.collisionent = self.target^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.target.collisionent = self.target.target (global/obj_dm.scr, 40)
self.target^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
self.target notsolid (global/obj_dm.scr, 41)
self.target ^
^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.
These lines should probably be above "level waittill spawn".
level.fan_spinning = 0
thread bigfan_mover
Also, You have "level waittill axiswin" above those two fan lines. Anything under that line wont be read until the axis team wins--bigfan thread is not being started. You don't need "level waittill axiswin" there anyway because it is below in the axis_win_timer thread.
What targetnames did you give your bombs and bomb triggers in the map? It helps to study the scripts from the stock objective maps (pak5). The "obj_dm.scr" script is in pak0.pk3/global.
Ps: A "while" loop should have a short wait in it, or it will cause the game to crash. Your's has a wait because it waits until the trigger is used. But, if a player helded down the use key, it may still crash the game. "jv_map" hates goto loops, I like em! You don't really need the word "else" at all.
Try to keep your script neat, so you can find threads quickly. Use tabs and blank lines, and remove all those tutorial comments.