Runway Lights?:
Moderator: Moderators
Runway Lights?:
Hello all,
1. I have gotten the runway lights in the map "Flughafen" to turn on and off in sequence by itself using this script:
thread lights
lights:
//Turn on the lights
$run_lights_01 show
$run_lights_01 playsound runway_lights_on
wait 1
$run_lights_02 show
$run_lights_02 playsound runway_lights_on
wait 1
$run_lights_03 show
$run_lights_03 playsound runway_lights_on
wait 1
$run_lights_04 show
$run_lights_04 playsound runway_lights_on
wait 1
$run_lights_05 show
$run_lights_05 playsound runway_lights_on
wait 1
$run_lights_06 show
$run_lights_06 playsound runway_lights_on
wait 1
$run_lights_07 show
$run_lights_07 playsound runway_lights_on
wait 1
$run_lights_08 show
$run_lights_08 playsound runway_lights_on
wait 1
$run_lights_09 show
$run_lights_09 playsound runway_lights_on
wait 1
$run_lights_10 show
$run_lights_10 playsound runway_lights_on
wait 1
$run_lights_11 show
$run_lights_11 playsound runway_lights_on
wait 1
$run_lights_12 show
$run_lights_12 playsound runway_lights_on
//Turn off the lights
$run_lights_01 hide
$run_lights_01 playsound runway_lights_off
wait 1
$run_lights_02 hide
$run_lights_02 playsound runway_lights_off
wait 1
$run_lights_03 hide
$run_lights_03 playsound runway_lights_off
wait 1
$run_lights_04 hide
$run_lights_04 playsound runway_lights_off
wait 1
$run_lights_05 hide
$run_lights_05 playsound runway_lights_off
wait 1
$run_lights_06 hide
$run_lights_06 playsound runway_lights_off
wait 1
$run_lights_07 hide
$run_lights_07 playsound runway_lights_off
wait 1
$run_lights_08 hide
$run_lights_08 playsound runway_lights_off
wait 1
$run_lights_09 hide
$run_lights_09 playsound runway_lights_off
wait 1
$run_lights_10 hide
$run_lights_10 playsound runway_lights_off
wait 1
$run_lights_11 hide
$run_lights_11 playsound runway_lights_off
wait 1
$run_lights_12 hide
$run_lights_12 playsound runway_lights_off
goto lights
end
2. The problem that I am having is that It works on the first round of a "roundbased" match for map "MP_Flughafe_TOW", but when another round or any other round after the first "intitial" round starts, only 4 lights stay on completely and the rest stays off. Is there a way I can fix this issue?
Thank you in advance for any help..
1. I have gotten the runway lights in the map "Flughafen" to turn on and off in sequence by itself using this script:
thread lights
lights:
//Turn on the lights
$run_lights_01 show
$run_lights_01 playsound runway_lights_on
wait 1
$run_lights_02 show
$run_lights_02 playsound runway_lights_on
wait 1
$run_lights_03 show
$run_lights_03 playsound runway_lights_on
wait 1
$run_lights_04 show
$run_lights_04 playsound runway_lights_on
wait 1
$run_lights_05 show
$run_lights_05 playsound runway_lights_on
wait 1
$run_lights_06 show
$run_lights_06 playsound runway_lights_on
wait 1
$run_lights_07 show
$run_lights_07 playsound runway_lights_on
wait 1
$run_lights_08 show
$run_lights_08 playsound runway_lights_on
wait 1
$run_lights_09 show
$run_lights_09 playsound runway_lights_on
wait 1
$run_lights_10 show
$run_lights_10 playsound runway_lights_on
wait 1
$run_lights_11 show
$run_lights_11 playsound runway_lights_on
wait 1
$run_lights_12 show
$run_lights_12 playsound runway_lights_on
//Turn off the lights
$run_lights_01 hide
$run_lights_01 playsound runway_lights_off
wait 1
$run_lights_02 hide
$run_lights_02 playsound runway_lights_off
wait 1
$run_lights_03 hide
$run_lights_03 playsound runway_lights_off
wait 1
$run_lights_04 hide
$run_lights_04 playsound runway_lights_off
wait 1
$run_lights_05 hide
$run_lights_05 playsound runway_lights_off
wait 1
$run_lights_06 hide
$run_lights_06 playsound runway_lights_off
wait 1
$run_lights_07 hide
$run_lights_07 playsound runway_lights_off
wait 1
$run_lights_08 hide
$run_lights_08 playsound runway_lights_off
wait 1
$run_lights_09 hide
$run_lights_09 playsound runway_lights_off
wait 1
$run_lights_10 hide
$run_lights_10 playsound runway_lights_off
wait 1
$run_lights_11 hide
$run_lights_11 playsound runway_lights_off
wait 1
$run_lights_12 hide
$run_lights_12 playsound runway_lights_off
goto lights
end
2. The problem that I am having is that It works on the first round of a "roundbased" match for map "MP_Flughafe_TOW", but when another round or any other round after the first "intitial" round starts, only 4 lights stay on completely and the rest stays off. Is there a way I can fix this issue?
Thank you in advance for any help..
I didn't notice anything wrong, but that might be because I'm stupid.
Anyway, try making it a while loop instead of a goto command.
Anyway, try making it a while loop instead of a goto command.
Code: Select all
lights:
while(1)
{
//Turn on the lights
$run_lights_01 show
$run_lights_01 playsound runway_lights_on
wait 1
$run_lights_02 show
$run_lights_02 playsound runway_lights_on
wait 1
$run_lights_03 show
$run_lights_03 playsound runway_lights_on
wait 1
$run_lights_04 show
$run_lights_04 playsound runway_lights_on
wait 1
$run_lights_05 show
$run_lights_05 playsound runway_lights_on
wait 1
$run_lights_06 show
$run_lights_06 playsound runway_lights_on
wait 1
$run_lights_07 show
$run_lights_07 playsound runway_lights_on
wait 1
$run_lights_08 show
$run_lights_08 playsound runway_lights_on
wait 1
$run_lights_09 show
$run_lights_09 playsound runway_lights_on
wait 1
$run_lights_10 show
$run_lights_10 playsound runway_lights_on
wait 1
$run_lights_11 show
$run_lights_11 playsound runway_lights_on
wait 1
$run_lights_12 show
$run_lights_12 playsound runway_lights_on
//Turn off the lights
$run_lights_01 hide
$run_lights_01 playsound runway_lights_off
wait 1
$run_lights_02 hide
$run_lights_02 playsound runway_lights_off
wait 1
$run_lights_03 hide
$run_lights_03 playsound runway_lights_off
wait 1
$run_lights_04 hide
$run_lights_04 playsound runway_lights_off
wait 1
$run_lights_05 hide
$run_lights_05 playsound runway_lights_off
wait 1
$run_lights_06 hide
$run_lights_06 playsound runway_lights_off
wait 1
$run_lights_07 hide
$run_lights_07 playsound runway_lights_off
wait 1
$run_lights_08 hide
$run_lights_08 playsound runway_lights_off
wait 1
$run_lights_09 hide
$run_lights_09 playsound runway_lights_off
wait 1
$run_lights_10 hide
$run_lights_10 playsound runway_lights_off
wait 1
$run_lights_11 hide
$run_lights_11 playsound runway_lights_off
wait 1
$run_lights_12 hide
$run_lights_12 playsound runway_lights_off
}
end
Hmmm:
1. Well I tried it "looped"...now this time, i get all the lights on after a new round begins....it still worked the first round, but after that it just stays lit..Any ideas..I really do appreciate your help..
2. I know this can be fixed...its just a matter of getting the proper script inline or I might be missing something ....dunno ..perhaps more opinions still awaits...
2. I know this can be fixed...its just a matter of getting the proper script inline or I might be missing something ....dunno ..perhaps more opinions still awaits...
Re: Hmmm:
Are you trying to have them light up, then in (say about 5 seconds) turn off? If so, try using the wait command. Just do wait 5. Otherwise, I don't fully understand what you are saying.PacMan wrote:1. Well I tried it "looped"...now this time, i get all the lights on after a new round begins....it still worked the first round, but after that it just stays lit..Any ideas..I really do appreciate your help..
2. I know this can be fixed...its just a matter of getting the proper script inline or I might be missing something ....dunno ..perhaps more opinions still awaits...
ahh:
What I meant was that....it still worked for the first round..the lights came on in sequence and turned off in sequence..I have a "wait 1" for each row of lights. The problem is that when the first rounds ends and another round starts, the lights just stay on this time...I hear the sounds of it turning on and off in sequence but nothing else happens.
Hmmmmmmmmmmm:
1. Do you mean something like this:
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 = 20 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
thread lights
end
2. ?
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 = 20 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
thread lights
end
2. ?
Hmmm
1. The map Flughafen is being made into a "Demoltion" type game..which would be roundbased....I am making some changes by having the runway lights go on and off in a sequence...it works during the first start of the game...but when a new round is added, it stops working..I was wandering if I need to put a command script to make it restart when a new round begins..
2. Thanks for your replies...
2. Thanks for your replies...
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Well..it is big...but maybe there is a conflict:
1. Here you go:
2. Hopefully theres a solution....
Code: Select all
// MP_Flughafen_TOW
// Note: For objective function calls TakeOver and SetCurrent the
// teams are as such:
// 0 = Axis
// 1 = Allies
// 2 = Neutral
// **********************************************************************
// Extended-Gametype Mapscript Version 1.1.1 (08-15-04)
// By Mark Follett (Mefy)
// email: mef123@geocities.com
// web: www.planetmedalofhonor.com/mefy
// You are free to modify and redistribute as long as you keep these
// credits.
// **********************************************************************
// Credits to Kaotik for CTF base positions
//----------------------------------------------------------
// Main
//----------------------------------------------------------
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Flughafen"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "textures/mohmenu/credits/i_ho-ix.jpg"
level.mef_mapname = "mp_flughafen_tow"
level.mef_maptype = "dm"
level.mef_supportedgametypes = "ffa"::"tdm"::"rbm"::"tow"::"ft"::"ctf"::"ftctf"::"fttow"::"dem"::"ftdem"
level.mef_defaultgametype = "dem"
switch (waitthread global/libmef/util.scr::get_gametype)
{
case "ctf":
case "ftctf":
// CTF Base positions by Kaotik
waitthread global/libmef/bases.scr::addbasepair "3104.87 3101.83 -23.88 180 North Wall" "-2966.4 80.87 -23.88 -90 Rear Of E Hangar"
waitthread global/libmef/bases.scr::addbasepair "-334.13 3920.46 -23.88 180 S Side W Hangar" "544.87 -800.82 -23.88 180 N Control Tower"
thread global/libmef/ctf.scr::ctf_begin
break
case "ft":
thread global/libmef/ft.scr::ft_begin
break
case "dem":
case "ftdem":
//exec maps/mapfix/MP_Flughafen_TOW.scr
thread fix1
thread lights
level.mef_settings["respawn"] = 1
level.mef_settings["ticktime"] = 60
waitthread setup_bases
thread global/libmef/dem.scr::dem_begin
break
case "rbm":
thread roundbasedthread
break
case "tow":
thread towthread
break
case "fttow":
thread global/libmef/ft.scr::ft_begin
thread towthread
break
}
level.script="maps/obj/MP_Flughafen_TOW.scr"
level.music="MP_Flughafen_TOW"
exec global/ambient.scr m5l1b
exec global/door_locked.scr
if (level.mef_gametype != "tow" && level.mef_gametype != "fttow")
{
//remove all ai
$enemyspawner remove
$gmc_bomb remove
$opel_bomb remove
}
//add in our clip brushes
local.clipbrush = spawn script_object
local.clipbrush.origin = ( -1125 4470 -10 )
local.clipbrush setsize ( -340 -220 -100 ) ( 340 150 120 )
local.clipbrush.angles = ( 0 347 0 )
local.clipbrush solid
//set our farplane and culling parameters
$world farplane 3000
$world farplane_color ".03 .05 .09" //this matches eben's new sky
$world farplane_cull 2
//Open the hangar 1 doors
$hangar_doors_1 open $hangar_doors_1_entity
// open these doors at the start...
$cine_hangar_doors open $cine_hangar_doors_entity
//Turn off the lights!
thread init_runway_lights
level waittill prespawn
level waittill spawn
//init aagun params
$aagun.collisionent = $aagun_collision
$aagun_turret0.collisionent = $aagun_turret_collision
if (!level.mef_removeturrets)
{
$aagun thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_aagun_d.tik" $aagun_destroyed_collision
}
//init granatwefer 1 params
$granat_1.collisionent = $granatwerfer_collision
$granat_1_turret0.collisionent = $granatwerfer_turret_collision
if (!level.mef_removeturrets)
{
$granat_1 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
}
$granat_1_turret0 maxyawoffset "40"
//init granatwefer 2 params
$granat_2.collisionent = $granatwerfer_collision
$granat_2_turret0.collisionent = $granatwerfer_turret_collision
if (!level.mef_removeturrets)
{
$granat_2 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
}
$granat_2_turret0 maxyawoffset "40"
end
//-----------------------------------------------------------------------------------------------
fix1:
$plane1 delete
$plane2 delete
$obj_runway_lights delete
$t1 delete
$run_lights_01 hide
$run_lights_02 hide
$run_lights_03 hide
$run_lights_04 hide
$run_lights_05 hide
$run_lights_06 hide
$run_lights_07 hide
$run_lights_08 hide
$run_lights_09 hide
$run_lights_10 hide
$run_lights_11 hide
$run_lights_12 hide
//$runway_switch_origin delete
//$hangar_doors_2_entity delete
//$hangar_doors_1 delete
//$hangar_doors_2 delete
//$obj_hangar_doors_1 delete
//$obj_hangar_doors_2 delete
//$cine_hangar_doors delete
//$cine_hangar_doors open delete
//$cine_hangar_doors_entity delete
end
//---------------------------------------------------------------------
lights:
while(1)
{
//Turn on the lights
$run_lights_01 show
$run_lights_01 playsound runway_lights_on
wait 1
$run_lights_02 show
$run_lights_02 playsound runway_lights_on
wait 1
$run_lights_03 show
$run_lights_03 playsound runway_lights_on
wait 1
$run_lights_04 show
$run_lights_04 playsound runway_lights_on
wait 1
$run_lights_05 show
$run_lights_05 playsound runway_lights_on
wait 1
$run_lights_06 show
$run_lights_06 playsound runway_lights_on
wait 1
$run_lights_07 show
$run_lights_07 playsound runway_lights_on
wait 1
$run_lights_08 show
$run_lights_08 playsound runway_lights_on
wait 1
$run_lights_09 show
$run_lights_09 playsound runway_lights_on
wait 1
$run_lights_10 show
$run_lights_10 playsound runway_lights_on
wait 1
$run_lights_11 show
$run_lights_11 playsound runway_lights_on
wait 1
$run_lights_12 show
$run_lights_12 playsound runway_lights_on
//Turn off the lights
$run_lights_01 hide
$run_lights_01 playsound runway_lights_off
wait 1
$run_lights_02 hide
$run_lights_02 playsound runway_lights_off
wait 1
$run_lights_03 hide
$run_lights_03 playsound runway_lights_off
wait 1
$run_lights_04 hide
$run_lights_04 playsound runway_lights_off
wait 1
$run_lights_05 hide
$run_lights_05 playsound runway_lights_off
wait 1
$run_lights_06 hide
$run_lights_06 playsound runway_lights_off
wait 1
$run_lights_07 hide
$run_lights_07 playsound runway_lights_off
wait 1
$run_lights_08 hide
$run_lights_08 playsound runway_lights_off
wait 1
$run_lights_09 hide
$run_lights_09 playsound runway_lights_off
wait 1
$run_lights_10 hide
$run_lights_10 playsound runway_lights_off
wait 1
$run_lights_11 hide
$run_lights_11 playsound runway_lights_off
wait 1
$run_lights_12 hide
$run_lights_12 playsound runway_lights_off
}
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
//-----------------------------------------------------------------------------------------------
setup_bases:
// common bases for dem and ctf
waitthread global/libmef/bases.scr::addbasepair "380 3684 -15 -90 Allies Hangar Suprise #1" "-2912 698 -15 90 Axis Hangar Suprise #1" fockwulf stuka
end
//-----------------------------------------------------------------------------------------------
towthread:
exec global/ai.scr
exec global/friendly.scr
exec global/tow_dm.scr
setcvar "g_obj_alliedtext1" "Protect Allied Transport"
setcvar "g_obj_alliedtext2" "Open 1st Hangar Doors"
setcvar "g_obj_alliedtext3" "Turn On the Runway Lights"
setcvar "g_obj_alliedtext4" "Open the 2nd Hangar Doors"
setcvar "g_obj_alliedtext5" "Detonate Axis Motorpool"
setcvar "g_obj_axistext1" "Protect Axis Motorpool"
setcvar "g_obj_axistext2" "Close the 2nd Hangar Doors"
setcvar "g_obj_axistext3" "Turn Off the Runway Lights"
setcvar "g_obj_axistext4" "Close the 1st Hangar Doors"
setcvar "g_obj_axistext5" "Destroy Allied Transport"
//////////////////////////
level waittill prespawn
//////////////////////////
waitthread global/libmef/tow.scr::copy_towobjective $obj_allied_spawner 1 5 1
waitthread global/libmef/tow.scr::copy_towobjective $obj_axis_spawner 5 1 5
//////////////////////////
level waittill spawn
//////////////////////////
// set the parameters for this round based match
level.bRoundStarted = 0
// level.dmrespawning = 1 // 1 or 0
level.clockside = axis // set to axis, allies, kills, or draw
level.dmroundlimit = 15 // round time limit in minutes
level.numObjectives = 5 // Number of objectives needed to win
level.hangar1_switch_up = 1
level.hangar2_switch_up = 1
level.runway_switch_up = 1
//////////////////////////
if (!level.mef_devmode)
{
level waittill roundstart
}
//////////////////////////
thread init_switches
thread init_spawner_bombs
//Flip the hangar switch
thread toggle_hangar_1_doors_switch
//Setup the starting team objectives
thread set_objectives
level.bRoundStarted = 1
end
//----------------------------------------------------------
//Destroy the Allied spawner here
//----------------------------------------------------------
destroy_allied_spawner local.planter:
iprintln "The Allied transport has been destroyed!"
//Take over the objective
$obj_allied_spawner TakeOver 0
waitthread global/libmef/tow.scr::spawner_destroyed allies
iprintln "The Allied Team can no longer respawn!"
//Give the planter some points
if( local.planter != NULL && local.planter != NIL )
{
local.planter AddKills 5
}
thread Check_End_Match
end
//----------------------------------------------------------
//Destroy the Axis spawner here
//----------------------------------------------------------
destroy_axis_spawner local.planter:
iprintln "The Axis Motorpool has been destroyed!"
//Take over the objective
$obj_axis_spawner TakeOver 1
waitthread global/libmef/tow.scr::spawner_destroyed axis
iprintln "The Axis Team can no longer respawn!"
//Give the planter some points
if( local.planter != NULL && local.planter != NIL )
{
local.planter AddKills 5
}
thread Check_End_Match
end
//----------------------------------------------------------
//Open/close the 1st Hangar Doors here
//----------------------------------------------------------
toggle_hangar_doors_1:
if (parm.other.mef_spectator)
{
end
}
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $obj_hangar_doors_1.ControlledBy != 0 )
{
//flip the switch
thread toggle_hangar_1_doors_switch
//Close the hangar doors
$hangar_doors_1 close $hangar_doors_1_entity
$hangar_doors_1 playsound hanger_closed
$obj_hangar_doors_1 TakeOver 0
waitthread global/libmef/tow.scr::objective_captured axis
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Axis have closed the 1st Hangar Doors!"
}
}
else if( parm.other.dmteam == allies )
{
if( $obj_hangar_doors_1.ControlledBy != 1 )
{
//flip the switch
thread toggle_hangar_1_doors_switch
//Open the pen doors
$hangar_doors_1 open $hangar_doors_1_entity
$hangar_doors_1 playsound hanger_open
$obj_hangar_doors_1 TakeOver 1
waitthread global/libmef/tow.scr::objective_captured allies
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Allies have opened the 1st Hangar Doors!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Open/close the 2st Hangar Doors here
//----------------------------------------------------------
toggle_hangar_doors_2:
if (parm.other.mef_spectator)
{
end
}
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $obj_hangar_doors_2.ControlledBy != 0 )
{
//flip the switch
thread toggle_hangar_2_doors_switch
//Close the hangar doors
$hangar_doors_2 close $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_closed
$obj_hangar_doors_2 TakeOver 0
waitthread global/libmef/tow.scr::objective_captured axis
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Axis have closed the 2nd Hangar Doors!"
}
}
else if( parm.other.dmteam == allies )
{
if( $obj_hangar_doors_2.ControlledBy != 1 )
{
//flip the switch
thread toggle_hangar_2_doors_switch
//Open the hangar doors
$hangar_doors_2 open $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_open
$obj_hangar_doors_2 TakeOver 1
waitthread global/libmef/tow.scr::objective_captured allies
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Allies have opened the 2nd Hangar Doors!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Turn on/Shut down the runway lights
//----------------------------------------------------------
toggle_runway_lights:
if (parm.other.mef_spectator)
{
end
}
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == allies )
{
if( $obj_runway_lights.ControlledBy != 1 )
{
//Take the objective
$obj_runway_lights TakeOver 1
waitthread global/libmef/tow.scr::objective_captured allies
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Allies have turned on the Runway Lights!"
//flip the switch
thread toggle_runway_switch
waitthread turn_on_runway_lights
}
}
else if( parm.other.dmteam == axis )
{
if( $obj_runway_lights.ControlledBy != 0 )
{
//Take the objective
$obj_runway_lights TakeOver 0
waitthread global/libmef/tow.scr::objective_captured axis
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Axis have turned off the Runway Lights!"
//flip the switch
thread toggle_runway_switch
waitthread turn_off_runway_lights
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Initialize the runway lights
//----------------------------------------------------------
init_runway_lights:
$run_lights_01 hide
$run_lights_02 hide
$run_lights_03 hide
$run_lights_04 hide
$run_lights_05 hide
$run_lights_06 hide
$run_lights_07 hide
$run_lights_08 hide
$run_lights_09 hide
$run_lights_10 hide
$run_lights_11 hide
$run_lights_12 hide
end
//----------------------------------------------------------
//Set the teams current objectives
//----------------------------------------------------------
set_objectives:
//First lets do the allies
if( $obj_hangar_doors_1.ControlledBy == 0 )
{
$obj_hangar_doors_1 SetCurrent 1
}
else if( $obj_runway_lights.ControlledBy == 0 )
{
$obj_runway_lights SetCurrent 1
}
else if( $obj_hangar_doors_2.ControlledBy == 0 )
{
$obj_hangar_doors_2 SetCurrent 1
}
else if( $obj_axis_spawner.ControlledBy == 0 )
{
$obj_axis_spawner SetCurrent 1
}
//Now the Axis
if( $obj_hangar_doors_2.ControlledBy == 1 )
{
$obj_hangar_doors_2 SetCurrent 0
}
else if( $obj_runway_lights.ControlledBy == 1 )
{
$obj_runway_lights SetCurrent 0
}
else if( $obj_hangar_doors_1.ControlledBy == 1 )
{
$obj_hangar_doors_1 SetCurrent 0
}
else if( $obj_allied_spawner.ControlledBy == 1 )
{
$obj_allied_spawner SetCurrent 0
}
end
//----------------------------------------------------------
//init the spawner bombs
//----------------------------------------------------------
init_spawner_bombs:
//Allied spawner bomb
$gmc_bomb thread global/libmef/bomb.scr::tow_bomb_thinker "axis" maps/obj/MP_Flughafen_TOW.scr::destroy_allied_spawner
$opel_bomb thread global/libmef/bomb.scr::tow_bomb_thinker "allies" maps/obj/MP_Flughafen_TOW.scr::destroy_axis_spawner
end
//----------------------------------------------------------
//init the trigger switches
//----------------------------------------------------------
init_switches:
$hangar_doors_1_switch bind $hangar_doors_1_switch_origin
$hangar_doors_2_switch bind $hangar_doors_2_switch_origin
$runway_switch bind $runway_switch_origin
//make all the switches non solid so as not to injure the player when triggered.
$hangar_doors_1_switch notsolid
$hangar_doors_1_switch_origin notsolid
$hangar_doors_2_switch notsolid
$hangar_doors_2_switch_origin notsolid
$runway_switch notsolid
$runway_switch_origin notsolid
end
//--------------------------------------------------------------
//Open hangar 1 doors
//--------------------------------------------------------------
toggle_hangar_1_doors_switch:
if( level.hangar1_switch_up == 1 )
{
level.hangar1_switch_up = 0
$hangar_doors_1_switch_origin speed 1.0
$hangar_doors_1_switch_origin rotatezdownto 180
$hangar_doors_1_switch_origin waitmove
$hangar_doors_1_switch_origin playsound switchbox
}
else
{
level.hangar1_switch_up = 1
$hangar_doors_1_switch_origin speed 1.0
$hangar_doors_1_switch_origin rotatezupto 0
$hangar_doors_1_switch_origin waitmove
$hangar_doors_1_switch_origin playsound switchbox
}
end
//--------------------------------------------------------------
//Open hangar 2 doors
//--------------------------------------------------------------
toggle_hangar_2_doors_switch:
if( level.hangar2_switch_up == 1 )
{
level.hangar2_switch_up = 0
$hangar_doors_2_switch_origin speed 1.0
$hangar_doors_2_switch_origin rotatezdownto 180
$hangar_doors_2_switch_origin waitmove
$hangar_doors_2_switch_origin playsound switchbox
}
else
{
level.hangar2_switch_up = 1
$hangar_doors_2_switch_origin speed 1.0
$hangar_doors_2_switch_origin rotatezupto 0
$hangar_doors_2_switch_origin waitmove
$hangar_doors_2_switch_origin playsound switchbox
}
end
//--------------------------------------------------------------
//Turn on Runway Lights
//--------------------------------------------------------------
toggle_runway_switch:
if( level.runway_switch_up == 1 )
{
level.runway_switch_up = 0
$runway_switch_origin speed 1.0
$runway_switch_origin rotatezdownto 180
$runway_switch_origin waitmove
$runway_switch_origin playsound switchbox
}
else
{
level.runway_switch_up = 1
$runway_switch_origin speed 1.0
$runway_switch_origin rotatezupto 0
$runway_switch_origin waitmove
$runway_switch_origin playsound switchbox
}
end
//-----------------------------------------------
// Turn off the runway lights
//-----------------------------------------------
turn_on_runway_lights:
//Turn on the lights
$run_lights_01 show
$run_lights_01 playsound runway_lights_on
wait .2
$run_lights_02 show
$run_lights_02 playsound runway_lights_on
wait .2
$run_lights_03 show
$run_lights_03 playsound runway_lights_on
wait .2
$run_lights_04 show
$run_lights_04 playsound runway_lights_on
wait .2
$run_lights_05 show
$run_lights_05 playsound runway_lights_on
wait .2
$run_lights_06 show
$run_lights_06 playsound runway_lights_on
wait .2
$run_lights_07 show
$run_lights_07 playsound runway_lights_on
wait .2
$run_lights_08 show
$run_lights_08 playsound runway_lights_on
wait .2
$run_lights_09 show
$run_lights_09 playsound runway_lights_on
wait .2
$run_lights_10 show
$run_lights_10 playsound runway_lights_on
wait .2
$run_lights_11 show
$run_lights_11 playsound runway_lights_on
wait .2
$run_lights_12 show
$run_lights_12 playsound runway_lights_on
end
//-----------------------------------------------
// Turn off the runway lights
//-----------------------------------------------
turn_off_runway_lights:
//Turn off the lights
$run_lights_01 hide
$run_lights_01 playsound runway_lights_off
wait .2
$run_lights_02 hide
$run_lights_02 playsound runway_lights_off
wait .2
$run_lights_03 hide
$run_lights_03 playsound runway_lights_off
wait .2
$run_lights_04 hide
$run_lights_04 playsound runway_lights_off
wait .2
$run_lights_05 hide
$run_lights_05 playsound runway_lights_off
wait .2
$run_lights_06 hide
$run_lights_06 playsound runway_lights_off
wait .2
$run_lights_07 hide
$run_lights_07 playsound runway_lights_off
wait .2
$run_lights_08 hide
$run_lights_08 playsound runway_lights_off
wait .2
$run_lights_09 hide
$run_lights_09 playsound runway_lights_off
wait .2
$run_lights_10 hide
$run_lights_10 playsound runway_lights_off
wait .2
$run_lights_11 hide
$run_lights_11 playsound runway_lights_off
wait .2
$run_lights_12 hide
$run_lights_12 playsound runway_lights_off
end
//-----------------------------------------------
// Check for end match condition
//-----------------------------------------------
Check_End_Match:
local.nAxis = 0
//Allied Spawner
if( $obj_allied_spawner.ControlledBy == 0 )
{
local.nAxis++
}
//Axis Spawner
if( $obj_axis_spawner.ControlledBy == 0 )
{
local.nAxis++
}
//Hangar Doors 1
if( $obj_hangar_doors_1.ControlledBy == 0 )
{
local.nAxis++
}
//Hangar Doors 2
if( $obj_hangar_doors_2.ControlledBy == 0 )
{
local.nAxis++
}
//Runway lights
if( $obj_runway_lights.ControlledBy == 0 )
{
local.nAxis++
}
//Allies first
if( $obj_runway_lights.ControlledBy == 1 && $obj_hangar_doors_1.ControlledBy == 1 && $obj_hangar_doors_2.ControlledBy == 1 )
{
//Only show the movie if the wingame cvar has not been set yet.
local.winstate = int( getcvar( g_TOW_winstate ) )
if( local.winstate == 0 )
{
setcvar "g_TOW_winstate" "1"
//ignore the clock
level ignoreclock 1
level.mef_gameover = 1
//if there is a bomb ticking stop it.
waitthread global/libmef/bomb.scr::StopBomb
//Allies win do the movie then end the map
thread AlliesWon
}
}
else if( local.nAxis == level.numObjectives )
{
//Only show the movie if the wingame cvar has not been set yet.
local.winstate = int( getcvar( g_TOW_winstate ) )
if( local.winstate == 0 )
{
setcvar "g_TOW_winstate" "1"
//ignore the clock
level ignoreclock 1
level.mef_gameover = 1
//if there is a bomb ticking stop it.
waitthread global/libmef/bomb.scr::StopBomb
//Axis win do their movie and end the map
thread AxisWon
}
}
end
//-------------------------------------------------------------
// Do the Allied camera stuff
//-------------------------------------------------------------
DoAlliedCamera local.ent:
local.camera = spawn func_camera origin $cam01.origin angles $cam01.angles
local.camera fov 100
local.camera watch local.ent
local.camera cut
cuecamera local.camera
end
//-------------------------------------------------------------
// when allies win, we watch the two planes take off and do a
// fly-by passed each other....
//-------------------------------------------------------------
AlliesWon:
$player nodamage
$player hide
freezeplayer
drawhud 0
level.mef_hidehud = 1
level ignoreclock 1
level.mef_gameover = 1
// FIX BEFORE RELEASE: delete the following comment before release
// added by JP to so vote can be held to end the oppression of the cinematic
// See why we need to delete that? :-), what are you doing reading this anyway
level.cinematic = getcvar(g_cinematics_off)
if(level.cinematic == "1")
{
freezeplayer
waitthread global/libmef/util.scr::do_teamwin allies
end
}
forcemusic aux2 aux2
local.plane = spawn script_model model vehicles/ho-ix.tik origin $p00.origin angles $p00.angles
local.plane notsolid
local.plane thread TakeOff $p00
thread DoAlliedCamera local.plane
local.plane2 = spawn script_model model vehicles/ho-ix.tik origin $p_00.origin angles $p_00.angles
local.plane2 waitthread TakeOff $p_00
forcemusic aux3 aux3
waitthread global/libmef/util.scr::do_teamwin allies
wait 5
end
//-------------------------------------------------------------
// have the plane take off
//-------------------------------------------------------------
TakeOff local.path:
self notsolid
self playsound plane // todo: more appropriate sound maybe?
thread RaiseLandingGear
self followpath local.path
self waitmove
self delete
end
//--------------------------------------------------------------
// Raise the landing gear
//--------------------------------------------------------------
RaiseLandingGear:
wait 2
self anim takeoff
end
//-------------------------------------------------------------
// Watch the allies run by while the germans shoot at them...
// much like berlin's ending....
// open hanger door?
//-------------------------------------------------------------
AxisWon:
$player nodamage
$player hide
freezeplayer
// added by JP to so vote can be held to end the oppression of the cinematic
level.cinematic = getcvar(g_cinematics_off)
if(level.cinematic == "1")
{
freezeplayer
waitthread global/libmef/util.scr::do_teamwin axis
end
}
drawhud 0
level.mef_hidehud = 1
forcemusic aux4 aux4
local.camera = spawn func_camera origin $axiswincam.origin angles $axiswincam.angles
local.camera cut
cuecamera local.camera
waitthread global/ai.scr::spawnset 30 set30
waitthread global/ai.scr::spawnset 40 set40
for (local.i=1;local.i<=$set30.size;local.i++)
{
$set30[local.i] thread RunAway
}
wait 0.75
for (local.i=1;local.i<=$set40.size;local.i++)
{
$set40[local.i] thread Chase
}
wait 7
$cine_hangar_doors close $cine_hangar_doors_entity
wait 8
forcemusic aux5 aux5
waitthread global/libmef/util.scr::do_teamwin axis
wait 5
end
//-------------------------------------------------------------
//RunAway dudes running away
//-------------------------------------------------------------
RunAway:
self exec global/disable_ai.scr
self nodamage
self runto self.target
end
//-------------------------------------------------------------
// Chase dudes chasing the dudes running away..
//-------------------------------------------------------------
Chase local.target:
self exec global/disable_ai.scr
self nodamage
self runto self.target
self thread FireShots $set30[1]
end
//-------------------------------------------------------------
// Fire!
//-------------------------------------------------------------
FireShots local.target:
self aimat local.target
while ( isAlive self )
{
local.rand = randomfloat 0.75
local.rand += 0.2
wait local.rand
self fire
}
end
//------------------------------------------------------------------------------
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Well, I had a quick look through it, and couldent find any obvious errors ( but in such a code mass its hard to keep sharp
Have you had a proper look in the consol? Using the logfile 1 command? Errors written early will sometimes be pushed out of the buffer before you get a chance to read it in the game.... especially when using an utterly humongus script like this
interesting:
1. where would i put that command..can u give me an example?
2. Just as a reminder, its just that when a new round starts, the lights remain lit. I do know that when once the server is launched and the "First" round starts, the lights work perfectly, then when I destroy an "item' and the rounds ends (which is normal for demolition mode), and a new round starts, just the lights and only the lights do not work..I am wandering, is there a command i can put in it to reset the lights at the beginning of every round?
2. Just as a reminder, its just that when a new round starts, the lights remain lit. I do know that when once the server is launched and the "First" round starts, the lights work perfectly, then when I destroy an "item' and the rounds ends (which is normal for demolition mode), and a new round starts, just the lights and only the lights do not work..I am wandering, is there a command i can put in it to reset the lights at the beginning of every round?
-
Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
- Contact:
hMmm:
1. if you were to copy the script and place it into a template "MP_Flughafen_TOW.scr " file, have another person get on the server and play one round, you will see how the lights work on the first round, but when the next round starts, the lights do not work anymore..
2. If i had a way to upload the file so that everyone can assists, please let me know how I can go abouts with that....
2. If i had a way to upload the file so that everyone can assists, please let me know how I can go abouts with that....



