2 bombs
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Hell_Soldier
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- Joined: Tue Aug 24, 2004 7:40 pm
2 bombs
i need a script which will let me plant 2 bombs in my map. (2 obj)
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Bjarne BZR
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Hell_Soldier
- Sergeant
- Posts: 74
- Joined: Tue Aug 24, 2004 7:40 pm
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Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
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Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
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Hell_Soldier
- Sergeant
- Posts: 74
- Joined: Tue Aug 24, 2004 7:40 pm
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Bjarne BZR
- Site Admin
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- Joined: Wed Feb 05, 2003 2:04 pm
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Hell_Soldier
- Sergeant
- Posts: 74
- Joined: Tue Aug 24, 2004 7:40 pm
k i got this error:
bad token:
TOKEN_ASSIGNMENT:
=
while(level.targets_destroyed < level.targets_to_destroy = 2) (maps/obj_bulldogs.scr, 54)
while(level.targets_destroyed < level.targets_to_destroy ^
^~^~^ Script file compile error: Couldn't parse 'maps/obj_bulldogs.scr'
ScriptMaster::GetScript: Script 'maps/obj_bulldogs.scr' was not properly loaded.
which by my educated guesses is a problem with my script in the targets to destroy line.
my allies win thread goes like this:
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy = 2)
waitframe
teamwin allies
end
is it suppose to be (...... = 2) or (...... ++)?
bad token:
TOKEN_ASSIGNMENT:
=
while(level.targets_destroyed < level.targets_to_destroy = 2) (maps/obj_bulldogs.scr, 54)
while(level.targets_destroyed < level.targets_to_destroy ^
^~^~^ Script file compile error: Couldn't parse 'maps/obj_bulldogs.scr'
ScriptMaster::GetScript: Script 'maps/obj_bulldogs.scr' was not properly loaded.
which by my educated guesses is a problem with my script in the targets to destroy line.
my allies win thread goes like this:
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy = 2)
waitframe
teamwin allies
end
is it suppose to be (...... = 2) or (...... ++)?
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Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Remove the "= 2".
This:
...should only be set once in main. After that you just use the variable.
It should lok like this:
This:
Code: Select all
level.targets_to_destroy = 2It should lok like this:
Code: Select all
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
end-
Hell_Soldier
- Sergeant
- Posts: 74
- Joined: Tue Aug 24, 2004 7:40 pm
for the 2 bombs, each exploder set should have a different trigger name?
for example if the 1st bomb trigger is called panel_tirgger so the 2nd bomb trigger should be named a different name? meaning in script and in radiant.
^~^~^ Script Error: There are 2 entities with targetname 'panel_trigger'. You are using a command that requires exactly one
ERROR: Command overflow. Possible infinite loop in thread
-----------------------------------------------------------------------
my script goes like this:
// level waittill roundstart
$panel_bomb thread global/obj_dm.scr::bomb_thinker
thread allies_win_bomb
$panel_bomb thread axis_win_timer
so should i add the one of the 2nd bomb too? and where?
anyway im gonna call it a day, its late in here.
ill look at it again tomorrow morning. looking forward to your answer.
for example if the 1st bomb trigger is called panel_tirgger so the 2nd bomb trigger should be named a different name? meaning in script and in radiant.
^~^~^ Script Error: There are 2 entities with targetname 'panel_trigger'. You are using a command that requires exactly one
ERROR: Command overflow. Possible infinite loop in thread
-----------------------------------------------------------------------
my script goes like this:
// level waittill roundstart
$panel_bomb thread global/obj_dm.scr::bomb_thinker
thread allies_win_bomb
$panel_bomb thread axis_win_timer
so should i add the one of the 2nd bomb too? and where?
anyway im gonna call it a day, its late in here.
ill look at it again tomorrow morning. looking forward to your answer.
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Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Yes: like this:
You cant have two bombs with the same targetname, change one of them.
Code: Select all
// level waittill roundstart
$panel_bomb thread global/obj_dm.scr::bomb_thinker
$other_bomb thread global/obj_dm.scr::bomb_thinker
thread allies_win_bomb
$panel_bomb thread axis_win_timer-
Hell_Soldier
- Sergeant
- Posts: 74
- Joined: Tue Aug 24, 2004 7:40 pm
-
Hell_Soldier
- Sergeant
- Posts: 74
- Joined: Tue Aug 24, 2004 7:40 pm
lines
Use common/nodraw texture on the top face of the treeline brushes. Actually, all the faces should be nodraw, except the front face. That one in the back needs to be raised up, so the trees are not cut off. Or, you can make the trees shorter.

