Script problems
Moderator: Moderators
-
echo_rancid
- Captain
- Posts: 264
- Joined: Sat Jan 31, 2004 4:31 pm
Script problems
First of all I know part of the script below works because I have ambient sound and the fire sound.
The random explosions will not work as well as the plane bomber
// STORM ON REVIN
// ARCHITECTURE: WD_Echo_Rancid
// SCRIPTING: WD_Echo_Rancid
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Storm on Revin"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "WD_Echo_Rancid"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
exec global/exploder.scr
exec global/bomber.scr
level waitTill prespawn
thread start_sound
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/storm_on_revin.scr
exec global/ambient.scr mohdm1
level waittill spawn
thread random_explode
level.flyplane = 1
end
start_sound:
wait 1
$fire_speaker loopsound fire_med
end
random_explode:
wait (randomfloat 13 + 23)
$random_explode anim start
radiusdamage $random_explode 256 384
goto random_explode
end
The random explosion use to work I don;t know what happened. Anyone have any thoughts. What I want really is a axis plane to drop bombs throughout the map at random times during the game. I started with one path for one plane. 4 spline paths, a target(multiple) inside a square cylinder box...does this target need to be on the path, i have it on the path...and a speaker for plane sound...I followed nemesis's tutorial exactly and nothing for both the plane and the explosion.
One more question...I ran the pointfile and this red line came up pointing to my leak...How do I block this leak???
Thanks.
The random explosions will not work as well as the plane bomber
// STORM ON REVIN
// ARCHITECTURE: WD_Echo_Rancid
// SCRIPTING: WD_Echo_Rancid
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Storm on Revin"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "WD_Echo_Rancid"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
exec global/exploder.scr
exec global/bomber.scr
level waitTill prespawn
thread start_sound
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/storm_on_revin.scr
exec global/ambient.scr mohdm1
level waittill spawn
thread random_explode
level.flyplane = 1
end
start_sound:
wait 1
$fire_speaker loopsound fire_med
end
random_explode:
wait (randomfloat 13 + 23)
$random_explode anim start
radiusdamage $random_explode 256 384
goto random_explode
end
The random explosion use to work I don;t know what happened. Anyone have any thoughts. What I want really is a axis plane to drop bombs throughout the map at random times during the game. I started with one path for one plane. 4 spline paths, a target(multiple) inside a square cylinder box...does this target need to be on the path, i have it on the path...and a speaker for plane sound...I followed nemesis's tutorial exactly and nothing for both the plane and the explosion.
One more question...I ran the pointfile and this red line came up pointing to my leak...How do I block this leak???
Thanks.

script
The script looks ok, double check the targetnames in the map. The trigger for the plane should be where a player will walk. The speaker for the plane should be in the sky near the path.
To find the leak, follow the red line to where it ends in the gray void--it should not be able to go there.
To find the leak, follow the red line to where it ends in the gray void--it should not be able to go there.
-
echo_rancid
- Captain
- Posts: 264
- Joined: Sat Jan 31, 2004 4:31 pm
2 stop a leak ,check ur skybox,then double check it.u must have somewhere that doesnt seal ur map from the void .u can only use structural brushes (with anytexture) 2 enclose ur map and make a skybox.if u still have a leak after doublechecking it.then make a box that contains ur map (dimensions of box larger than all the map).then hollow it out and it should block ur leak (a little lame solution but should work)
-
echo_rancid
- Captain
- Posts: 264
- Joined: Sat Jan 31, 2004 4:31 pm
sky
Yes, extend the sides of the sky box down below your terrain and use a big caulk brush. You have to recompile to see if it is fixed. When it is, nothing will happen when you click on file > pointfile.
-
echo_rancid
- Captain
- Posts: 264
- Joined: Sat Jan 31, 2004 4:31 pm
Now my compile takes many hours rather than minutes.
Will having a leak affect the plane and the explosions, just wondering because I still can not get them to work...The trigger does it need to have a box around it or can I just make a trigger brush and put it anywhere...and when a person walks through it the plane goes over???
I checked the targetnames, everything...what else could be wrong?
Im getting frustrated I don;t know why this isn't working...but I won;t give up, just keep trying trial and error i suppose.
thanks for the help.

-
omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
trigger
The trigger is invisible in the game, so the arch is just to show you where it is.
The leak cause your vis compile to fail, so now it is doing the vis compile and that is why it takes longer. To speed it up you can set the vis compile to "-fast" in Mbuilder, or you can make some of your brushes "detail" with hot key Ctrl + Shift + D. Only make brushes detail if they are not part of a shell. A shell would be like the skybox or a room without windows--those brushes should not be detail.
If you want to zip and send your .map to me, I'll see if I can spot the problem. My MSN name is tltrude, or you can e-mail it.
The leak cause your vis compile to fail, so now it is doing the vis compile and that is why it takes longer. To speed it up you can set the vis compile to "-fast" in Mbuilder, or you can make some of your brushes "detail" with hot key Ctrl + Shift + D. Only make brushes detail if they are not part of a shell. A shell would be like the skybox or a room without windows--those brushes should not be detail.
If you want to zip and send your .map to me, I'll see if I can spot the problem. My MSN name is tltrude, or you can e-mail it.
-
echo_rancid
- Captain
- Posts: 264
- Joined: Sat Jan 31, 2004 4:31 pm
well,a leak definently sppeds up the compile process ,cause it skips the whole vis process and skips some of the light processes after it that rely on vis data .it doesnt affect the map 2 much though .it decreases the fps drastically though ,and u might get fuzzy or brighter light than usual ,its not a problem if ur just changing parts of the map ,but if u want 2 change the lighting or fps then u gotta wait
also like tltrude said ,making brushes detail greatly improves the compile time,so if u find any useless brushes that dont block any line of sight then make em detail (small walls,debris,ladders .........,almost any small brush)
u got 2 place the trigger_multiple in the place the player should walk thru ,think of the trigger as a booby trap that sets the explosions once a player steps on it
also like tltrude said ,making brushes detail greatly improves the compile time,so if u find any useless brushes that dont block any line of sight then make em detail (small walls,debris,ladders .........,almost any small brush)
u got 2 place the trigger_multiple in the place the player should walk thru ,think of the trigger as a booby trap that sets the explosions once a player steps on it
Done
Hopefully, you received my repaired version of your map and script (1.29Mb). The plane problem may have just been a syntax error, but it could also have to do with where the "exec global/bomber.scr" line is in the script. I have more luck putting it below the "level.script" line in the script. That may have also caused the problem with the ramdon exploder. But, everything is working now.
Good luck!
Good luck!


