Page 2 of 2
Posted: Sun Mar 11, 2007 9:40 am
by ViPER
and move this up to after main
Code: Select all
//***Buzzer Sound
local.master = spawn ScriptMaster
local.master aliascache m6l3c_alarm sound/mechanics/Mec_Alarm_05.wav soundparms 1.0 0.0 1.0 0.0 160 1200 auto loaded maps "m dm moh obj train"
and you don't need to set the level.trigger var to 0 for each trigger. as you will only have 3 vars - 1 for each 11 triggers. You should be able to set it once for all three at the start trigger.
Posted: Sun Mar 11, 2007 1:11 pm
by SniperWolf
OK like this:
Code: Select all
// Clan ?{T?F}? Boot Camp
// ARCHITECTURE: ?{T?F}??niperWolf
// SCRIPTING: ?{T?F}??niperWolf ( Minor Scripting)
// SCRIPTING: <TWL> Viper (Timer Scripts)
main:
//*** set scoreboard messages
setcvar "g_obj_alliedtext1" " Clan ?{T?F}?"
setcvar "g_obj_alliedtext2" " Boot Camp "
setcvar "g_obj_alliedtext3" " By "
setcvar "g_obj_axistext1" " ?{T?F}??niperWolf"
setcvar "g_obj_axistext2" " Timer Scripts"
setcvar "g_obj_axistext3" " By <TWL> Viper"
setcvar "g_scoreboardpic" "none"
end
targetcount local.trooper:
local.player = local.trooper
local.id = waitthread playerkingId local.player
if (level.targetscore$player[local.id] == NIL)
{
level.targetscore$player[local.id] = 0
}
level.targetscore$player[local.id] ++
local.stat = (level.target_trigger1 + level.target_trigger2 + level.target_trigger3) // not sure how your triggers can be added but do it here
if(level.targetscore$player[local.id] == 1)
{
local.player stufftext ("say " + "My first hit! " + " I have " + local.stat + " points")
}
else
{
local.player stufftext ("say " + " I got " + level.targetscore$player[local.id] + " hits!" + " totalling " + local.stat + " points")
}
end
//***Buzzer Sound
local.master = spawn ScriptMaster
local.master aliascache m6l3c_alarm sound/mechanics/Mec_Alarm_05.wav soundparms 1.0 0.0 1.0 0.0 160 1200 auto loaded maps "m dm moh obj train"
level waitTill prespawn
And Viper you mean like this to init them? This is the thread I set in the new trigger
Code: Select all
thread idplayer
idplayer:
level.target_trigger1 = 0 //added this line
level.target_trigger2 = 0 //added this line
level.target_trigger3 = 0 //added this line
iprintlnbold " Trigger Is Working"
local.player = parm.other
local.id = waitthread trooperId local.player
end
trooperId local.player:
if ( $player == NULL )
{
end
}
for ( local.id = 1; local.id <= $player.size; local.id++ )
{
if ( $player[ local.id ] == local.player )
{
end local.id
}
}
end
And as for setting the point value for each trigger It should be like this??
Code: Select all
//*** Rifle Range Targets
//*** Left Target
thread ltarget1_triggered
ltarget1_triggered:
level.target_trigger1 = level.target_trigger1 +10 //added this line
local.player = parm.other
local.player stufftext "say I Scored 10 Points On The Left Target."
$ltarget1 hide
for (local.i = 1; local.i <= 11; local.i++)
$("ltarget_trigger" + local.i) nottriggerable
wait 10
$ltarget1 show
for (local.i = 1; local.i <= 11; local.i++)
$("ltarget_trigger" + local.i) triggerable
end
thread ltarget2_triggered
ltarget2_triggered:
level.target_trigger1 = level.target_trigger1 +10 //added this line
local.player = parm.other
local.player stufftext "say I Scored 10 Points On The Left Target."
$ltarget2 hide
for (local.i = 1; local.i <= 11; local.i++)
$("ltarget_trigger" + local.i) nottriggerable
wait 10
$ltarget2 show
for (local.i = 1; local.i <= 11; local.i++)
$("ltarget_trigger" + local.i) triggerable
end