[quote="tltrude"]
Your map does have a script, right?
quote]
Urmm.. Kind of.. Im sorta being the optimistic enthuastic moron who's trying to do everything at once.. realistically, the map isnt finished, so no, it doesnt have a complete script, per se.. certainly no where near finished at least, but since I have my shaders for custom textures in a pk3 already, I was hoping to put the scripts in the pk3 halfway through the project so I can test various bits everytime I do a minor compile with MBuilder..
Kill, Kill and Kill again
Moderator: Moderators
script
I don't know your map's name, but below is a standard DM type script. If you change the name to your map's name and save it as "yourmapname.scr" in main/maps/dm, you'll have a script -- random death included.
Code: Select all
// DEATH MAP
// ARCHITECTURE: RICH TEA BISCUITS
// SCRIPTING: RICH TEA BISCUITS
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Die at Random!"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" ""
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/death_map.scr // Change this to your map's name.
exec global/ambient.scr mohdm7 // Background sound, just wind.
thread random_death_thread
level waittill spawn
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based 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
//-----------------------------------------------------------------------------
random_death_thread:
$kill_trigger waittill trigger
local.num = randomint($player.size)
local.sucker = $player[local.num]
local.sucker damage local.sucker 120 local.sucker (0 0 0) (0 0 0) (0 0 0) 1 2 6 0
wait 1
local.fire = spawn script_model angle "-1"
local.fire model "emitters/firegood.tik"
local.fire.scale = .75
local.fire.origin = local.sucker.origin + (0 0 16)
wait 9.5
local.fire remove
goto death_thread
end
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Rich Tea Biscuit
- Corporal
- Posts: 34
- Joined: Wed Apr 25, 2007 11:57 pm
- Location: mohaa\dm2
Oh WOW.. Thank you so much..
I'll link in the trigger next time I'm on. Thank you so very much for the help Tom. I presume any additional script I put into the .scr file has to go below the death_thread, followed by end, right? (I'll be honest, I was thinking of nabbing your trapdoor
but I might get feeling guilty now..)
I'll link in the trigger next time I'm on. Thank you so very much for the help Tom. I presume any additional script I put into the .scr file has to go below the death_thread, followed by end, right? (I'll be honest, I was thinking of nabbing your trapdoor

Script & Threads
First Scripting Lesson:
The whole thing is called a "Script". The sections inside the script are called "Threads". Threads have "Lines" which are read by the game.
First Test Question:
Your script has three threads so far. Can you name them and tell what puncuation is used to show where one begins? HINT: "//" is used to add script comments which are not read by the game.
You can use anything you wish from my tutorial maps. They were made to be copied.
The whole thing is called a "Script". The sections inside the script are called "Threads". Threads have "Lines" which are read by the game.
First Test Question:
Your script has three threads so far. Can you name them and tell what puncuation is used to show where one begins? HINT: "//" is used to add script comments which are not read by the game.
You can use anything you wish from my tutorial maps. They were made to be copied.
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Rich Tea Biscuit
- Corporal
- Posts: 34
- Joined: Wed Apr 25, 2007 11:57 pm
- Location: mohaa\dm2
Okies.. The three threads are:
The main obligatory stuff (main)
The Round Based (roundbasedthread)
And the Random lets kill everyone (random_death_thread)
And as for the punctuation, im presuming its the double colon ( : ) at the end of the thread name??
So Prof.. how did I do?? If all else fails, I have a nice shiny apple here...

The main obligatory stuff (main)
The Round Based (roundbasedthread)
And the Random lets kill everyone (random_death_thread)
And as for the punctuation, im presuming its the double colon ( : ) at the end of the thread name??
So Prof.. how did I do?? If all else fails, I have a nice shiny apple here...


-
Rich Tea Biscuit
- Corporal
- Posts: 34
- Joined: Wed Apr 25, 2007 11:57 pm
- Location: mohaa\dm2
