sigleplayer stock map conversion
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Lt.Audie L Murphy
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- Joined: Wed Feb 16, 2005 8:47 am
sigleplayer stock map conversion
seem to be having a slight problem with objective
in a single player map conversion
can a single player save mess up objectives ?
i scripted m1l2b ,,,and the objective i added works fine but when obj has been completed and round restarts seems obj bomb cant be set again
i looked in console and im getting this " cannot save in multiplayer game"
im certain that the save is messing this up
how would i remove save from SP map ?
ive searched all .scr files in mohaa install for some hint,,,,,
a push in right direction would be perfect
in a single player map conversion
can a single player save mess up objectives ?
i scripted m1l2b ,,,and the objective i added works fine but when obj has been completed and round restarts seems obj bomb cant be set again
i looked in console and im getting this " cannot save in multiplayer game"
im certain that the save is messing this up
how would i remove save from SP map ?
ive searched all .scr files in mohaa install for some hint,,,,,
a push in right direction would be perfect

- MPowell1944
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Lt.Audie L Murphy
- Lance Corporal
- Posts: 22
- Joined: Wed Feb 16, 2005 8:47 am
i added this to script removeclass triggersave and removeclass triggeronce ,,,,, but stillsame effect
only it dont say in console "cannot save in multiplayer"
bomb can be set and defused and explodes
but after round it doesnt reset
im thinking it might be where im setting my obj up
seems to delete things out of map,,,,, i added a radio obj
in the end room where telephone rings ,,,, added radio but it deletes 2 other radios
that are in the same building but the sound that was added to radios plays
even thou radios are gone
im thinking if i change where i have obj it might correct this problem
only it dont say in console "cannot save in multiplayer"
bomb can be set and defused and explodes
but after round it doesnt reset
im thinking it might be where im setting my obj up
seems to delete things out of map,,,,, i added a radio obj
in the end room where telephone rings ,,,, added radio but it deletes 2 other radios
that are in the same building but the sound that was added to radios plays
even thou radios are gone
im thinking if i change where i have obj it might correct this problem

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Rookie One.pl
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Lt.Audie L Murphy
- Lance Corporal
- Posts: 22
- Joined: Wed Feb 16, 2005 8:47 am
Code: Select all
//
//
//m1l2a
//
//
//
main:
removeclass triggersave
removeclass triggeronce
removeclass actor
// set scoreboard messages
setcvar "g_gametype" "4"
setcvar "session" "4"
setcvar "g_gametypestring" ""
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext4" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext4" ""
setcvar "g_scoreboardpic" "m1l2b.tga"
level.script = "maps/m1l2b.scr"
$world farplane_color (0 0 0) (0 0 0) (0 0 0) 0 9 0 0
$world farplane 15000
$interior remove
$exterior remove
$cutwire01 remove
$cutwire02 remove
$cutwire03 remove
$bomb02 hide
$bomb01 hide
$bomb03 hide
$bomb04 hide
$bomb05 hide
level waittill prespawn
exec global/loadout.scr "maps/m1l2b.scr"
exec global/DMprecache.scr
exec global/ambient.scr m1l2b
exec global/jv_sound.scr
exec global/exploder.scr
exec global/door_locked.scr
exec maps/fix0.scr
exec maps/fix3.scr
thread explosives
thread global/exploder.scr::main
thread global/barrel.scr::explosive_barrel
level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 1
level.bomb_damage = 200
level.bomb_explosion_radius = 1024
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 1
level.dmroundlimit = 10
level.clockside = axis
fadein 2 0 0 0 1
wait 5
level waittill roundstart
end
$bomb thread global/obj_dm.scr::bomb_thinker
$bomb thread allies_win_bomb
$bomb thread axis_win_timer
$bomb thread exploder_wait
end
//******************************
// jitter large effect
// jitter_large [delay]
//******************************
jitter_large local.time:
if (local.time)
wait local.time
waitexec global/earthquake.scr .35 10 0 0
waitexec global/earthquake.scr .23 6 0 0
waitexec global/earthquake.scr 1 1 0 0
waitexec global/earthquake.scr 1.25 .3 0 1
end
allies_win_bomb:
println "[threadStart] allies_win_bomb"
while(level.targets_destroyed <
level.targets_to_destroy)
waitframe
teamwin allies
end
allies_win_timer:
println "[threadStart] axis_win_timer"
level waittill axiswin
end
exploder_wait:
println "[threadStart] exploder_wait"
while(!self.exploded) {
waitframe
}
end
this is code i use for obj
Code: Select all
main:
//* The bomb model
local.bomb = spawn script_model "targetname" "bomb"
local.bomb model "items/pulse_explosive.tik"
local.bomb.origin = ( 1628 -1488 -185 )
local.bomb.angles = ( 0.0 0.0 0.0 )
local.bomb.exploder_set = 1
local.bomb.explosion_fx = "models/fx/fx_explosion.tik"
local.bomb.trigger_name = "bomb_trigger"
local.bomb.target = "exploder"
//* The bomb trigger
local.trigger = spawn trigger_use "targetname" "bomb_trigger"
local.trigger setsize ( 1628 -1488 -185 ) ( 1628 -1488 -185 )
end
Last edited by Lt.Audie L Murphy on Wed Mar 02, 2005 11:36 pm, edited 2 times in total.

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Lt.Audie L Murphy
- Lance Corporal
- Posts: 22
- Joined: Wed Feb 16, 2005 8:47 am
-
Lt.Audie L Murphy
- Lance Corporal
- Posts: 22
- Joined: Wed Feb 16, 2005 8:47 am
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Green Beret
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Lt.Audie L Murphy
- Lance Corporal
- Posts: 22
- Joined: Wed Feb 16, 2005 8:47 am


