textures n triggers

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mohaa_rox
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Post by mohaa_rox »

But i saw ur title as "chinese :?:"
Live to map, not map to live.
-mohaa_rox, .map
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UZZIEL
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Post by UZZIEL »

coz i understood only chinese = nothin

just metaphora :wink:
If you grab in toilets don´t wonder that your hands are brown.
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tltrude
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push

Post by tltrude »

Push City Hall has it's on script named obj_push.scr and it works by changing the model of the flag like this:

if(local.player.dmteam == allies)
{
iprintlnbold "Allies have captured a point!"
self model static/static_flag_allied.tik
goto point_waittill_capture
}
else if(local.player.dmteam == axis)
{
iprintlnbold "Axis have captured a point!"
self model static/static_flag_axis.tik
goto point_waittill_capture
}
end

My guess is that the flags are script models with the targetname flag1, flag2 etc...

The flag textures and tik files are also custom made, I think. The above code is only a small part of the obj_push script.
Tom Trude,

Image
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UZZIEL
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Post by UZZIEL »

That thing dont let me sleep. :shock:

If i knew how to build up script models, i could try to do it like push city hall with mohaa_rox part. But no useful information found.

I looked a little bit in the net to find an another solution.
There was an MOHAA SH SDK site where "Model Surface Script Control
" was described.

The question is since this is from a SH SDK is it usable for basic MOHAA?
and when its usable - then how? - there is no example.

LINK:
http://homepage.tinet.ie/~abyrne/sdk/do ... n.html#ssc

oh almost forgot:
Im nerving everyone with my prob but nobody knows what is it for.
I need a hit counter/abakus that counts up to 100 in three parts.
everytime a target is hit - a next higher number should be displayed 0-9.
Since this is the most imprtant part of the map now you know why I
cant go any way without solving this prob. Everything is Designed and placed in my map. Also the triggering system is ok But alls 4 nothin if cant display the hits. :cry: :cry: :cry:
If you grab in toilets don´t wonder that your hands are brown.
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