Code: Select all
Cannot set a read-only variable
parm.other = $player (global/dm_player_vehicles.scr, 4)
^
Cannot set a read-only variable
parm.other = $player (global/dm_player_vehicles.scr, 118)
^
^~^~^ Script file compile error: Couldn't compile 'global/dm_player_vehicles.scr'
ScriptMaster::GetScript: Script 'global//dm_player_vehicles.scr' was not properly loaded
-------------------- Spawning Entities -----------------------
soundtrack switched to .
-------------------- Actual Spawning Entities -----------------------
-------------------- Actual Spawning Entities Done ------------------ 0 ms
0 teams with 0 entities
Adding script: 'test_dmvehicles.scr'
exec global/dm_player_vehicles.scr (maps/test_dmvehicles.scr, 2)
^
^~^~^ Script Error: Script 'global/dm_player_vehicles.scr' was not properly loaded
exec global/dm_player_vehicles.scr (maps/test_dmvehicles.scr, 3)
^
^~^~^ Script Error: Script 'global/dm_player_vehicles.scr' was not properly loaded
4 entities spawned
5 simple entities spawned
0 entities inhibited
Code: Select all
main:
exec global/dm_player_vehicles.scr
exec global/dm_player_vehicles.scr
//wasnt working---$jeeptrigger setthread global/dm_player_vehicles.scr
//same----$kingtrigger setthread global/dm_player_vehicles.scr
level waittill spawn
endCode: Select all
//*******************************
players_tank:
$kingtrigger waittill trigger
parm.other = $player
$kingtrigger glue self
// self vehiclespeed 300
self rendereffects "-shadow"
local.parent = spawn script_origin
local.parent.origin = self.origin
level.playertanktarget = spawn script_origin
level.playertanktarget.origin = (self.origin + (0 0 80))
level.playertanktarget bind local.parent
local.parent glue self
self removeondeath 0
if (self.target)
{
self.collisionent = self.target
// self.collisionent hide
}
local.gun = self QueryTurretSlotEntity 0
local.gun2 = self QueryTurretSlotEntity 1
if (local.gun)
local.gun nodamage
local.gun model "vehicles/kingcannon.tik"
if (local.gun2)
local.gun2 nodamage
thread player_tank_health
end
player_tank_health:
level waittill spawn
if !($player istouching $king1trig)
{ $player notsolid
$player nodamage
self attachdriverslot 0 $player
//$player perferredweapon "88mm Tank Gun"
}
self.health = 3000
// if ( (int (getcvar developer)) )
// thread playertank_health_hud
thread playertank_pain
self waittill death
self LockMovement
self playsound explode_tank
level.missionfailed = 1
iprintlnbold "The King Tiger Tank has been lost, you have failed."
//wait 3
missionfailed
end
playertank_pain:
local.original_health = self.health
local.previoushealth = self.health
local.paintime = level.time
while(isAlive self)
{
wait .1
if (self.health < local.previoushealth)
{
self playsound damage_tank
exec global/earthquake.scr .2 4 0 0
if ( (self.health < (local.previoushealth - 150)) && (level.time > (local.paintime + 5) ) )
{
local.paintime = level.time
local.health_fraction = (self.health / local.original_health)
println "z: local.health_fraction: " local.health_fraction
if (local.health_fraction >= 0.7)
{
$player playsound tank_hurt1
}
else if (local.health_fraction >= 0.4)
{
$player playsound tank_hurt2
}
else
{
$player playsound tank_hurt3
}
}
local.previoushealth = self.health
}
}
end
playertank_health_hud:
level.subtitleX = 100
level.subtitleY = 70
while ( 1)
{
locprint level.subtitleX level.subtitleY ("Health: " + self.health)
wait 1
}
end
//*******************************
players_jeep:
$jeeptrigger glue $jeep
$jeep waittill trigger
$jeeptrigger nottriggerable
parm.other = $player
self vehiclespeed 800
self rendereffects "-shadow"
local.parent = spawn script_origin
local.parent.origin = self.origin
level.playerjeeptarget = spawn script_origin
level.playerjeeptarget.origin = (self.origin)
level.playerjeeptarget bind local.parent
local.parent glue self
self removeondeath 0
if (self.target)
{
self.collisionent = self.target
// self.collisionent hide
}
//local.gun = self QueryTurretSlotEntity 0
local.gun2 = self QueryDriverSlotEntity 1
if (local.gun)
local.gun nodamage
local.gun model "fx/dummy.tik.tik"
if (local.gun2)
local.gun2 nodamage
thread player_jeep_health
end
player_jeep_health:
level waittill prespawn
if !($player istouching $jeeptrig)
{ $player notsolid
$player nodamage
self attachdriverslot 0 $player
//$player perferredweapon "88mm Tank Gun"
}
level waittill spawn
self.health = 3000
// if ( (int (getcvar developer)) )
// thread playertank_health_hud
thread playerjeep_pain
self waittill death
self LockMovement
self playsound explode_tank
kill $player
iprintlnbold "The Jeep has been lost... you will respawn..."
wait 20
self remove
end
playerjeep_pain:
local.original_health = self.health
local.previoushealth = self.health
local.paintime = level.time
while(isAlive self)
{
wait .1
if (self.health < local.previoushealth)
{
self playsound damage_tank
exec global/earthquake.scr .2 4 0 0
if ( (self.health < (local.previoushealth - 150)) && (level.time > (local.paintime + 5) ) )
{
local.paintime = level.time
local.health_fraction = (self.health / local.original_health)
println "z: local.health_fraction: " local.health_fraction
if (local.health_fraction >= 0.7)
{
$player playsound tank_hurt1
}
else if (local.health_fraction >= 0.4)
{
$player playsound tank_hurt2
}
else
{
$player playsound tank_hurt3
}
}
local.previoushealth = self.health
}
}
end
//playertank_health_hud:
// level.subtitleX = 100
//level.subtitleY = 70
//while ( 1)
//{
// locprint level.subtitleX level.subtitleY ("Health: " + self.health)
// wait 1
// }
//end
jeep:
local.jeep = spawn vehicle_allied_jeep "targetname" "jeep"
$jeep.origin = ($jeepspawner.origin)
$jeep.angles = ( $jeepspawner.angles )
$jeep goto players_jeep
end
king:
local.king = spawn vehicle_german_kingtigertank "targetname" "kingtiger"
$kingtiger.origin = ($kingspawner.origin)
$kingtiger.angles = ( $kingspawner.angles )
$kingtiger goto players_tank
end
