Ok how do i unglue my player from a trigger? I glue the player to the trigger and i glue the trigger to the halftrack, which moves along a path using the drive command. And another thing, how do i make the halftrack nonsolid so the player odesnt get kiled when he goes on the halftrack? Ive added the line notsolid to my script but the player keeps getting the "runnedover" effect... ]
heres my script:
// HOLLYWOOD SCRAP
// ARCHITECTURE: CRALOS VIALEZ
// SCRIPTING: CARLOS VIALEZ
// YES IT IS MY NAME LOL
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Welcome to "
setcvar "g_obj_alliedtext2" "The Hollywood"
setcvar "g_obj_alliedtext3" "Bus Circle"
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" "By FUNGUS"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm7"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
$world farplane_color "0.458824 0.458824 0.458824"
level.fogplane = 8000
$world farplane level.fogplane
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/test_hollywood.scr
exec global/ambient.scr mohdm1
exec global/vehicle_thinkers.scr
level waittill spawn
thread trigger
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 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
trigger:
$truck_trigger nottriggeralbe
local.player = parm.other
local.player physics_off
local.player tele bind
$truck drive $t1
$truck waittill anim done
$truck remove
end
goto spawn
spawn:
local.truck = spawn vehicle_german_sdkfzafrika "targetname" "truck"
local.truck.origin = ( -1152.00 -104.00 8.00 )
local.truck.angles = ( 0.00 0.00 0.00 )
level.truck.scale = 1.0
im also trying to respawn the halftract to make the "truck path" reset itself, but all its done so far is spawned a huge mess...
ive been working on this for 2 days... could i get sum help on this?
I believe that's what it is. I think the reason why the player is dying is because of the halftrack driving, not because it is solid. If you have Spearhead, try lookin in the map m2l2. If not, then I'm not sure because I can't think of any maps in AA that does something similar.
It works! now ive got another problem with ubersound! im trying to get the halftrack to play the halftrack sounds, I did the aliases and took them right out of ubersound and put them into my script, help?
also, would it not be better to include another script file with yours? like say a fungus/sound_define.scr script? put the sounds and all that in that folder (fungus, find glbal and put it next to that) and that'll save space and readability. jsut put the line
nah this isnt a ful blown map... its under 1000 square units big! but it does look mighty fine dare i say anyway, i have another tinker to do for my map...
I changed the halftrack to a tank, but the tank isnt moving like the halftrack is... i have the same script, execept for i removed the aliases because they were for the HT, and thats preety much all i did.. iew the script yourself...
no no the things are already linked in radiant!(man you need to script a bit less lol )and i got the skdfz to move.. i m trying to get a TANK to move!.... experimentation is annoying and frustrating and can be physically and emotionally stressful in multiple ways: raising blood pressure, frustratin and others are symptoms of over mapping,scripting, or otherwise related to the mapping and or scripting prcesses. Therefore one should get up.. step away.. and why the HECK am i talking like a lawyer?