MESSED UP! HELP!

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Flubber
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Posts: 67
Joined: Mon May 24, 2004 5:44 pm
Location: Florida

MESSED UP! HELP!

Post by Flubber »

My script dosent look right plaese help. Rearange it for me so I can use it.
// Radar
// ARCHITECTURE: Flubber
// SCRIPTING: flubbermasta@hotmail.com

main:


setcvar "g_obj_alliedtext1" "Destroy the control"
setcvar "g_obj_alliedtext2" "panel"
setcvar "g_obj_alliedtext3" "" setcvar "g_obj_axistext1" "Defend the control"
setcvar "g_obj_axistext2" "panel"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"

$world farplane 4000
$world farplane_color ( .33 .33 .334 )
$world farplane_cull 0

exec global/bomber.scr

level waittill prespawn


exec global/DMprecache.scr
level.script = maps/obj/cust_obj_test.scr
exec global/ambient.scr cust_obj_test
thread global/exploder.scr::main


level waittill spawn
thread random_explode1

level.flyplane = 1

level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 1
level.bomb_damage = 200
level.bomb_explosion_radius = 2048



level.dmrespawning = 0
level.dmroundlimit = 5
level.clockside = axis

random_explode1:


wait (randomfloat 13 +20)


$random_explode anim start
radiusdamage $random_explode 256 384
goto random_explode1
end


// level waittill roundstart

$panel_bomb thread global/obj_dm.scr::bomb_thinker
thread allies_win_bomb
$panel_bomb thread axis_win_timer
end // end of main


allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
end
TY
WHA! You think im freaking Nuts! LOL

98% of the teenage population does or has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this in your signature.
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bdbodger
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Post by bdbodger »

move the random_explode1: thread down to the end of your script .
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Flubber
Sergeant
Posts: 67
Joined: Mon May 24, 2004 5:44 pm
Location: Florida

Post by Flubber »

ok got that fixed
// Radar
// ARCHITECTURE: Flubber
// SCRIPTING: flubbermasta@hotmail.com

main:


setcvar "g_obj_alliedtext1" "Destroy the control"
setcvar "g_obj_alliedtext2" "panel"
setcvar "g_obj_alliedtext3" "" setcvar "g_obj_axistext1" "Defend the control"
setcvar "g_obj_axistext2" "panel"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"

$world farplane 4000
$world farplane_color ( .33 .33 .334 )
$world farplane_cull 0

exec global/bomber.scr

level waittill prespawn


exec global/DMprecache.scr
level.script = maps/obj/cust_obj_test.scr
exec global/ambient.scr cust_obj_test
thread global/exploder.scr::main


level waittill spawn
thread random_explode1

level.flyplane = 1

level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 1
level.bomb_damage = 200
level.bomb_explosion_radius = 2048

level.dmrespawning = 0
level.dmroundlimit = 5
level.clockside = axis


// level waittill roundstart

$panel_bomb thread global/obj_dm.scr::bomb_thinker
thread allies_win_bomb
$panel_bomb thread axis_win_timer
end // end of main


allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
end

random_explode1:


wait (randomfloat 13 +20)


$random_explode anim start
radiusdamage $random_explode 256 384
goto random_explode1
end

axis_win_timer:
level waittill axiswin
end
anything elce?
WHA! You think im freaking Nuts! LOL

98% of the teenage population does or has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this in your signature.
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bdbodger
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Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
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Post by bdbodger »

not that I can see provideing you setup all the things you are refering to in your script right like the bomber.scr and exploder.scr
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Green Beret
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Posts: 746
Joined: Mon Apr 19, 2004 12:21 pm
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Post by Green Beret »

Heres how its setup from a stock .scr for 2 bombs.

allies_win_bomb local.bomb1 local.bomb2:

while ((local.bomb1.exploded != 1) && (local.bomb2.exploded != 1))
wait .1

teamwin allies
end
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Flubber
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Posts: 67
Joined: Mon May 24, 2004 5:44 pm
Location: Florida

Post by Flubber »

I keep playing my map, and now it seems that my maps isnt even loading the script! OMG HELP! what happend? the script file is named properly, y isnt it working!
WHA! You think im freaking Nuts! LOL

98% of the teenage population does or has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this in your signature.
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At0miC
General
Posts: 1164
Joined: Fri Feb 27, 2004 11:29 pm
Location: The Netherlands

Post by At0miC »

"level.script = maps/obj/cust_obj_test.scr"
You sure this is right? name and location

You could make a log to find out what's wrong, write "logfile 1" in console before loading your map, the log will be located in the main folder called "qconsole".
Flubber
Sergeant
Posts: 67
Joined: Mon May 24, 2004 5:44 pm
Location: Florida

Post by Flubber »

ok heres what i got!
g_gametypestring will be changed upon restarting.
------ Server Initialization ------
Server: obj/obj_radar
Called FadeSound with: 0.000000
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Setting up Shaders
UI_DrawConnect called
^~^~^ Add the following line to the *_precache.scr map script:
cache models/emitters/explosion_bombdirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/miscobj/bottle_medicine.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/miscobj/bottle_condiment.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/mg42_gun.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/shermantank_damaged.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/item_100_healthbox.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/pulse_explosive.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/animate/fx_explosion_tank.tik
------ Server Initialization Complete ------ 0.89 seconds
Called FadeSound with: 0.000000
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------


-----------PARSING UBERSOUND------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
Parse/Load time: 0.297000 seconds.
-------------UBERSOUND DONE---------------



-----------PARSING UBERDIALOG------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
Parse/Load time: 1.632000 seconds.
-------------UBERDIALOG DONE---------------

stitched 1 LoD cracks
...loaded 3552 faces, 15 meshes, 0 trisurfs, 0 flares
Cmd_AddCommand: ter_restart already defined
R_LevelMarksLoad: maps/obj/obj_radar.dcl not found
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_trail_bubble.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_paper.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_wood.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_metal.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_water.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_gravel.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_foliage.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_carpet.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_still.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_moving.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_light_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_heavy_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_puddle.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_snow.tik
------- Sound End Registration -------
------- Sound End Registration Complete -------
CL_EndRegistration: 0.04 seconds
CL_InitCGame: 2.53 seconds
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/allied_airborne.tik
Called FadeSound with: 0.000000
.::Co.E:: Flubber has entered the battle
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/allied_airborne_fps.tik
----- Server Shutdown -----
---------------------------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
----- CL_Shutdown -----
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Shutdown (full) -------
------- Sound Shutdown Complete -------
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...hiding window
...destroying window
...window successfully destroyed
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
HELP!!!!!!!!!!!!!!!!!!!!!!!!
WHA! You think im freaking Nuts! LOL

98% of the teenage population does or has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this in your signature.
Flubber
Sergeant
Posts: 67
Joined: Mon May 24, 2004 5:44 pm
Location: Florida

Post by Flubber »

NVM I Got it! , TY
WHA! You think im freaking Nuts! LOL

98% of the teenage population does or has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this in your signature.
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