It throws up the following error in the qconsole.log
TOKEN_IDENTIFIER:
goto
goto flyby (maps/obj/obj_pegasus.scr, 88)
^
This part was working fine I only added the axis_boat1 thread and saved the script and now I get the above error.
before it was all working perfectly.
Any ideas anyone?
TIA
Here's my script in full....
Code: Select all
// ARCHITECTURE: =VFor=Waylander
// SCRIPTING: =VFor=Waylander with help from those at .MAp.Net
main:
setcvar "g_obj_alliedtext1" "Destroy the Flak88"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Defend the Flak88"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" " Bridge Model By Atomic"
setcvar "g_scoreboardpic" "obj_pegasus"
level waittill prespawn
exec global/DMprecache.scr
//***Flyby Planes
exec global/bomber.scr
thread flyby
thread boat_prep
thread boat_prep2
thread boat_prep3
thread boat_prep4
level.script = maps/obj/obj_pegasus.scr
level.music = obj_team1
exec global/ambient.scr
thread global/exploder.scr::main // Initialize the exploder subsystem
level waittill spawn
$world farplane_cull 0
$world farplane 6000
$world farplane_color (0.675 0.663 0.651)
level.defusing_team = "axis" // Axis like the bombs unplanted
level.planting_team = "allies" // Allies will try to plant the bombs
level.targets_to_destroy = 1 // Number of targets in this map
level.bomb_damage = 200 // Default damage of the bomb
level.bomb_explosion_radius = 2048 // Default radius of bomb blast
// Set the parameters for round based match
level.dmrespawning = 0 // 1 or 0 (0=no respawn)
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw
level waittill roundstart // Comment out this line using '//' before it to be able to set the bomb when alone on the map ( just for testing )
thread flyby
thread axis_perimeter
$panel_bomb thread global/obj_dm.scr::bomb_thinker // "panel_bomb" is the targetname set on the bomb in MOHRadiant
thread allies_win_bomb // Start the win check thread for allies
$panel_bomb thread axis_win_timer // Start the win check thread for axis
end // end of main
// Allied victory test
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy) // While undestroyed objectives left
waitframe // chill out
teamwin allies // No objectives left allies win
end // end allied victory test
// Axis victory test
axis_win_timer:
level waittill axiswin // At the end Axis win
end // end axis victory test
flyby:
//***random flyby of plane
wait 1.0
thread global/bomber.scr::bomb 1
thread global/bomber.scr::bomb 2
thread global/bomber.scr::bomb 3
thread global/bomber.scr::bomb 4
thread global/bomber.scr::bomb 5
thread global/bomber.scr::bomb 6
thread global/bomber.scr::bomb 7
thread global/bomber.scr::bomb 8
wait (randomint(180) + 60
goto flyby
end
boat_prep:
$row_boat1 time 15
goto boat_move
end
boat_prep2:
$row_boat2 time 15
goto boat_move2
end
boat_prep3:
$row_boat3 time 15
goto boat_move3
end
boat_prep4:
$axis_boat1 time 15
goto axisboat_move1
end
boat_move:
$boat_trigger1 waittill trigger
//$row_boat1 moveto $boat1_wap1
//$row_boat1 waitmove
$row_boat1 moveto $boat1_wap2
$row_boat1 waitmove
goto boat_move
end
boat_move2:
$boat_trigger2 waittill trigger
//$row_boat2 moveto $boat2_wap1
//$row_boat2 waitmove
$row_boat2 moveto $boat2_wap2
$row_boat2 waitmove
goto boat_move2
end
boat_move3:
$boat_trigger3 waittill trigger
//$row_boat3 moveto $boat3_wap1
//$row_boat3 waitmove
$row_boat3 moveto $boat3_wap2
$row_boat3 waitmove
goto boat_move3
end
axisboat_move1:
$axis_boat_trigger waittill trigger
$axis_boat1 moveto $axis_wp2
$axis_boat1 waitmove
goto axisboat_move1
end
axis_perimeter:
local.player = parm.other
if ( (local.player.dmteam != "allies") || (level.axisperimeter_breached == 1) )
end
iprintlnbold "The Allies have breached the perimeter!"
level.axisperimeter_breached = 1
end
kaboom_water:
exec global/exploder.scr::explode 4 // water plume
end
kaboom_water1:
exec global/exploder.scr::explode 4 // water plume
end


