Questions...sooo much!!lol.

Post your scripting questions / solutions here

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Dark_Warwolf
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Location: La Romana

Questions...sooo much!!lol.

Post by Dark_Warwolf »

Ok i got question and much too so you can answer them whenever you want! :wink:

-how do i make a tank move and shoot everybody?

-how do i make a dog move and kill everybody?

-how do i put objects on other object without jumping on the object and typing coord in console?

-how do i make a bombing plane bomb a map?
like airstrike!

-how do i make an alarm switch sound an alarmbell?

-can i make a medic human model give health to players?

-can i take a mortar.tik from breakthrough and put it in allied assault!!!?
and maybe all the other weapons!!!?

-whats the fire tik name that kills players?

-what are the tik names of obstacles that appears on omaha beach and the other barricades with needles?

-how can i put object on walls and seilings?

-Must i put end in every script like this?
local.mohdm1=spawn script_model

local.mohdm1 model "models/emitters/fire.tik"

local.mohdm1.origin=(46.90 421.22 384.13)

local.mohdm1.angles=(22.32 10.47 0.00)

local.mohdm1 notsolid

end

local.mohdm1=spawn script_model

local.mohdm1 model "models/emitters/fire.tik"

local.mohdm1.origin=(74.48 520.74 384.13)

local.mohdm1.angles=(47.21 -90.26 0.00)

local.mohdm1 solid

-and how do you make a teleport trigger teleport to a place?

and that all maybe i will put some more questions later! :wink:
==========DarknesDarkDark========
-----------------You Owe the Dark!----------------
Cobra {sfx}
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Post by Cobra {sfx} »

Most of the answers will be found with the search button - then edit your post so the the ones u cant find the answer for are displayed ;)
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strafer
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Post by strafer »

Most of the answers will be found with the search button - then edit your post so the the ones u cant find the answer for are displayed
Exactly, no one will answer that many questions because a lot of those requires so much scripting. You need to learn the basics before you learn the advanced stuff.

Don't get me wrong, many people will jump at the chance to help someone, but you are asking for the whole sha bang a bang.

After you get the basics down, look at the scripts on other people's mods (don't rip them off :P), do what cobra said and do a search on the forums. Many people have asked those questions before.

I will answer 2 questions while I'm at it though.
-Must i put end in every script like this?

local.mohdm1=spawn script_model

local.mohdm1 model "models/emitters/fire.tik"

local.mohdm1.origin=(46.90 421.22 384.13)

local.mohdm1.angles=(22.32 10.47 0.00)

local.mohdm1 notsolid

end

local.mohdm1=spawn script_model

local.mohdm1 model "models/emitters/fire.tik"

local.mohdm1.origin=(74.48 520.74 384.13)

local.mohdm1.angles=(47.21 -90.26 0.00)

local.mohdm1 solid
First of all, no. the local.mohdm1 part can be named anything as long as "local." is in front of it. So you could make it local.fire or local.abcde.

Just a suggestion, make the script like this so it is easier to see which scripts are together. Also put spaces between the equal signs:

local.mohdm1 = spawn script_model
local.mohdm1 model "models/emitters/fire.tik"
local.mohdm1.origin = (74.48 520.74 384.13)
local.mohdm1.angles = (47.21 -90.26 0.00)
local.mohdm1 solid


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

Yes! You can take something from Spearhead of Breakthrough and put it in Allied Assault. There is one problem though, it will be a client-side mod. Meaning people who don't have that mod, won't see it.
Dark_Warwolf
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Joined: Sun Sep 19, 2004 1:24 am
Location: La Romana

Post by Dark_Warwolf »

Hey thx for those info and does this have an error?
Cause the first fire.tik worked and the second but then when i did the others, the 2 fire tiks didnt appear anymore! :(


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

main:

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

setcvar "g_scoreboardpic" "mohdm1"

// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread

level waitTill prespawn

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

level.script = maps/dm/mohdm1.scr
exec global/ambient.scr mohdm1

//exec global/ambient.scr mohdm2

//$world farplane 5000
//$world farplane_color (.333 .333 .329)

level waittill spawn


local.mohdm1=spawn script_model

local.mohdm1 model "models/emitters/fire.tik"

local.mohdm1.origin=(46.90 421.22 384.13)

local.mohdm1.angles=(22.32 10.47 0.00)

local.mohdm1 notsolid




local.mohdm1=spawn script_model

local.mohdm1 model "models/emitters/fire.tik"

local.mohdm1.origin=(71.20 511.30 384.13)

local.mohdm1.angles=(87.89 92.57 0.00)

local.mohdm1 notsolid




local.mohdm1=spawn script_model

local.mohdm1 model "models/animal/german_shepherd.tik"

local.mohdm1.origin=(545.48 475.11 384.13)

local.mohdm1.angles=(6.04 179.05 0.00)

local.mohdm1 solid



local.mohdm1=spawn script_model

local.mohdm1 model "models/static/toolbox_closed.tik"

local.mohdm1.origin=(-326.94 1679.13 552.13)

local.mohdm1.angles=(64.65 -88.71 0.00)

local.mohdm1 solid




local.mohdm1=spawn script_model

local.mohdm1 model "models/static/toolbox_closed.tik"

local.mohdm1.origin=(846.78 1136.87 552.13)

local.mohdm1.angles=(15.91 92.15 0.00)

local.mohdm1 solid




local.mohdm1=spawn script_model

local.mohdm1 model "models/static/toolbox_closed.tik"

local.mohdm1.origin=(-534.25 1691.42 434.13)

local.mohdm1.angles=(21.56 -91.76 0.00)

local.mohdm1 solid




local.mohdm1=spawn script_model

local.mohdm1 model "models/sandbag_small_semicircle.tik"

local.mohdm1.origin=(223.72 -556.65 0.13)

local.mohdm1.angles=(4.87 89.28 0.00)

local.mohdm1 solid



end

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

roundbasedthread:

// Can specify different scoreboard messages for round based games here.

level waitTill prespawn





level waittill spawn

thread flak88


// set the parameters for this round based match
level.dmrespawning = 1 // 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
==========DarknesDarkDark========
-----------------You Owe the Dark!----------------
strafer
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Post by strafer »

First of all, I saw in your other post that you are editing the pak file instead of creating your own .pk3 files. I strongly recommend that you do not do that so you don't damage your game. If you have done this, I recommend repair the game be running the install program.

Now to for a tip on checking for errors. Go into your game and run Southern France. Type "restart" (without the quotes) in the console and check what the error is and what line number it is on.
Cobra {sfx}
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Post by Cobra {sfx} »

Your local.mohdm1 is ok for the 2 fire models, but id use something like a different number or letter for other models...


local.mohdm1a=spawn script_model

local.mohdm1a model "models/animal/german_shepherd.tik"

local.mohdm1a.origin=(545.48 475.11 384.13)

local.mohdm1a.angles=(6.04 179.05 0.00)

local.mohdm1a solid
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Dark_Warwolf
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Location: La Romana

Post by Dark_Warwolf »

Ok thx...but there is something else when i did the other thing putting those folders in main menu, it didnt work.

so now im asking what must i do if the game doesnt execute the map from those folders?
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-----------------You Owe the Dark!----------------
strafer
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Post by strafer »

In the .pk3 file that you create, you need to following path within the .pk3 file. Maps>DM>mohdm1.scr. That is the path needed. If you just put it in the .pk3 file with no path, then that is why.
Dark_Warwolf
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Joined: Sun Sep 19, 2004 1:24 am
Location: La Romana

Post by Dark_Warwolf »

Voula!
What i did is:
With pakscape i did saved new Maps.pk3 in it DM>mohdm1.scr.

And now what?
==========DarknesDarkDark========
-----------------You Owe the Dark!----------------
lizardkid
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Post by lizardkid »

no no no! you dont save it in a new folder liek that, save it here

c:\Program Files\EA Games\MOHAA\main\maps\dm\HERE!

where here is put it right there, sve it as .pk3 and not a .scr, that meses it all up.
strafer
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Post by strafer »

lizardkid wrote:no no no! you dont save it in a new folder liek that, save it here

c:\Program Files\EA Games\MOHAA\main\maps\dm\HERE!

where here is put it right there, sve it as .pk3 and not a .scr, that meses it all up.
The file path I was talking about was the path within the .pk3 file...not the folder path on the harddrive drive. You can do what lizardkid said or you can create .pk3 file and use the file path I said earlier.
Dark_Warwolf
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Post by Dark_Warwolf »

Thats what i did but with pakscape, now the pk3 looks like a notepad file but pk3 extension.

Ok and now when i run the map must i write something on console?
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strafer
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Post by strafer »

No, everything should be there when you run your server.
lizardkid
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Post by lizardkid »

to run the map you can either type

map dm/mapname

or use developer mode to jsut hit the maplist box, the black chalkboard near the multiplayer.

you cannot make a pk3 and .scr file, leave it as is. change the .zip thingy to .pk3, name it, save it, and thats it.

btw you need paths for the correct folders of a map, so you can pk3 it so the map + script are in

maps/dm/mapname

while nside the pk3, or just throw the bsp etc into the folder. wich creates messes.
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Post by bdbodger »

the coordinates that are negetive numbers need a space before the - and after the bracket

local.mohdm1.origin=(-326.94 1679.13 552.13)

should be

local.mohdm1.origin=( -326.94 1679.13 552.13)

and it looks better at least to me if you use local.mohdm1 local.mohdm2 etc etd for each of them . For other types of scripts you may want to do something different with each one so if they each have a different name then you can . If it where me I'd use local.fire1 local.fire2 etc
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