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That trolley is bookin'

Posted: Thu Apr 20, 2006 8:29 pm
by *GCC*Nigel
Image

That's what I have for a map so far. The "lip" is 0 so the length of the bar takes it all the way to the rubble which supposedly stops the trolly from going on. As shown by the red selected trolly + bar moved to the ending position off to the side. I never knew the "lip" thing before though... I still find it easier to just put the bar instead of counting, then again, the bar has the measurements on it...

The Trolley is moving.

trigger

Posted: Thu Apr 20, 2006 11:41 pm
by tltrude
Ok, then let's make it only move with a remote trigger. First add these key/values to the Trolley.

Key: targetname
Value: troll1

Key: wait <-- if you want it to wait before moving away.
Value: 2

Put a checkmark in the boxes that says "TARGETED" and "TOGGLE".

To make a trigger:

1. First create a brush with common/trigger texture and place it over the fake button the players will see.
2. With that brush highlighted, hit key N and click on "trigger_use" in the list of entities.
3. Then add Key: target and Value: troll1--you should see a red line going from the trigger to the trolley.
4. Hit key N again to close it.

To make a seond trigger, just do steps 1-4 again.

We will change the door sounds after you get that working.

Posted: Thu Apr 20, 2006 11:47 pm
by *GCC*Nigel
I have the "wait" -1 so it doesn't return automatically, will that cause troll1 to wait infinate/-1 seconds before going?

wait

Posted: Thu Apr 20, 2006 11:52 pm
by tltrude
I don't know, but "TOGGLE" causes the door to wait in both the start and end states for a trigger event.

Posted: Fri Apr 21, 2006 2:09 am
by *GCC*Nigel
Trolley works with no "wait" value and I got rid of the check in the triggered box because I still would like to operate the Trolley by Pressing E on it. Help with the sound if you please Mr. Tltrude. Did I mention you are truely exceptional?

Sound

Posted: Fri Apr 21, 2006 2:52 am
by tltrude
Add these to the trolley's entity properties.

Key: sound_close_end
Value: snd_step_paper <--kills the normal door sound

Key: sound_open_end
Value: snd_step_paper <--kills the normal door sound

Key: sound_close_start
Value: lighthouse_run

Key: sound_open_start
Value: lighthouse_run

Posted: Fri Apr 21, 2006 4:03 am
by *GCC*Nigel
Ubersound errors still flood the console leaving me with a bunch of, Cannot find player step from ubersound.scr and such. Because my script
used to have nothing in it, I tried just coping other scripts and renaming them, but it's doing nothing. I know the script is working because the ambient sound changes from mohdm1 (what you had and I tried to copy once) and mohdm3 (just one I intially tried to use for some explosions and gunfire in the background).

Now when I trigger the cannon, the trolley starts down it's track. :(

Just in case you wanted it... :D
// SHTech
// Made by *GCC*Lt-Nigel{2nd}
// Website www.gulfcoastcommandos.clanservers.com

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Spearhead Tech Lab"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" "Made by *GCC*Lt-Nigel"
setcvar "g_obj_axistext1" "www.gulfcoastcommandos.clanservers.com"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" ""

//------------------------------------------------------
//*GCC* Nigel: MEFY CTF MOD, I Know this works! It just isn't set up yet
//------------------------------------------------------

switch (waitthread global/libmef/util.scr::get_gametype)
{
case "ctf":
case "ftctf":
case "dem":
case "ftdem":
waitthread global/libmef/bases.scr::addbasepair "" ""
break
}


// 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/explodingdoor.scr
exec global/ambient.scr mohdm1
exec global/exploder.scr
exec global/door_locked.scr::lock
exec global/earthquake.scr

thread cannonball

// prep

level waittill spawn

end

//----------------------------------------------------------->
// player cannonball from your(tltrude's) explodingdoor map
//----------------------------------------------------------->

cannonball:

// prep
$cb_fire anim stop // script_model fx/fire_good
$cb_trigger nottriggerable

$cb_switch_trigger waittill trigger
$cb_switch anim move
$cb_switch playsound lighthouse_lever
wait 2
$cb_switch loopsound final_countdown
wait 10
$cb_switch loopsound final_countdown wait
$cb_fire anim start
$cb_fire playsound bazooka_snd_fire
$cb_trigger triggerable // Push trigger that makes the player fly out to script origins.
waitexec global/earthquake.scr .3 1.5 0 0
Wait .6
$cb_fire anim stop
$cb_switch anim idle

goto cannonball

end


//-----------------------------------------------------------------------------

roundbasedthread:

// Can specify different scoreboard messages for round based games 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


end
[/i]

What?

Posted: Fri Apr 21, 2006 6:20 am
by tltrude
Your last post is really hard to read/follow. I can't find any questions in it!

-------------------------------------------------------------------------------
Recheck the spelling for the trolley sound keys and values.

Change the level.script line to your script's location and name.

level.script = maps/dm/explodingdoor.scr

These lines can be removed, if you don't have exploders or locked doors.

exec global/exploder.scr
exec global/door_locked.scr::lock


Check your cannon trigger (the lever) to see what it targets. It should not "target" anything.

You might want to comment out ( // ) the mefy mod lines for now. My player cannon was made for Mohaa, so I have no idea if it will work in Spearhead. Scripts are different for Spearhead, so you should really study them. The one you posted is standard Mohaa death match. Spearhead also has its own ubersound script.

When you are asking for help in the forums, always say which game it is for. I don't have Spearhead or Breakthrough installed.

Posted: Fri Apr 21, 2006 6:05 pm
by *GCC*Nigel
No wonder! I use Spearhead, with Radiant SDK. No wonder my maps never had sound...

I got the cannon working if anyone ever decides to use it, there's just a few lines that no longer function.

---:::---

If you don't update it, it fires constantly and the fire just forms from the start of the game, you move into the trigger you get shot away, lever doesn't function at all.

---:::---

No questions last time, just problems... Thanks for the advice and help.