Posted: Mon Jan 19, 2004 12:23 am
ambient sound for V2:
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exec global/ambient.scr obj_team2MoHAA Mapping
http://map.moh-central.net/forum/
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exec global/ambient.scr obj_team2Do a search for 'light leaking'GrimReaper wrote:Wow,dude you are right on top of things.Lol.But once again another question I had no idea how to try to search for this one but...I was woundering why I have light shining through walls towards the bottom of the wall.Like say you have two rooms with a wall inbetween.and your in one room and you have no lights in the room you are in, but lights in the other and I can see the light towards the bottom of the wall that is?
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bad:
| |wall brush
|_|
______________
______________| floor brushCode: Select all
good:
| |wall brush
| |
____| |_______
____|_|_______| floor brush
Bjarne BZR wrote:a trace of the consol messages whern you run the map.
Hmm... When I compile the map it get's directly into the game, so how can I write anything in the console? Should I open the game normally (where you get that main room or whatever it is) and then type logfile 2 in and start my custom map?Bjarne BZR wrote:Its the text you get in the consol ( Activated with the button under the ESC button if you have the console activated in your settings ). Write logfile 2 in the consol before loading the map and you should get all consol messaged written to the file qconsol.log in <MOHAA>/main directory.
Yes, open it normally.IvaN (master of disaster) wrote:Hmm... When I compile the map it get's directly into the game, so how can I write anything in the console? Should I open the game normally (where you get that main room or whatever it is) and then type logfile 2 in and start my custom map?
Besides, I never know when I have to put an 'end' and when I shouldn't...// ARCHITECTURE: IvaN (master of disaster)
// SCRITPING: IvaN (master of disaster)
exec global/ai.scr
///////////////////
level waittill prespawn
///////////////////
$enemyspawn ai_on
//////////////////
level waittill spawn
//////////////////
//**stealing documents**
waitthread global/objectives.scr::add_objectives 1 2 "Steal the documents." $documents.origin //compass!
waitthread global/objectives.scr::current_objectives 1
//**disable truck**
$cut_wire hide
thread global/ai.scr::spawngroup #1 #1
//**player weapons**
$player item weapons/colt45.tik
$player item weapons/m1_garand.tik
$player item weapons/mp40.tik
//**give him some ammo!**
$player ammo pistol 32
$player ammo smg 100
$player ammo rifle 60
end
main:
//disable truck
lorry_disable:
$normal_wire remove
$lorry_engine playsound m1l2b_disabletruck
$cut_wire show
iprintlnbold_noloc "The lorry has been disabled!"
end
//**steal documents**
objective1:
$documents remove //documents disappear after player's reached them
end
IvaN (master of disaster) wrote:Alright, here's my script:
// ARCHITECTURE: IvaN (master of disaster)
// SCRITPING: IvaN (master of disaster)
main:
exec global/ai.scr
///////////////////
level waittill prespawn
///////////////////
$enemyspawn ai_on
//////////////////
level waittill spawn
//////////////////
//**stealing documents**
waitthread global/objectives.scr::add_objectives 1 2 "Steal the documents." $documents.origin //compass!
waitthread global/objectives.scr::current_objectives 1
//**disable truck**
$cut_wire hide
thread global/ai.scr::spawngroup #1 #1
//**player weapons**
$player item weapons/colt45.tik
$player item weapons/m1_garand.tik
$player item weapons/mp40.tik
//**give him some ammo!**
$player ammo pistol 32
$player ammo smg 100
$player ammo rifle 60
end
//main://dont need this here, goes up top
//disable truck
lorry_disable:
$normal_wire remove
$lorry_engine playsound m1l2b_disabletruck
$cut_wire show
iprintlnbold_noloc "The lorry has been disabled!"
end
//**steal documents**
objective1:
$documents waittill trigger//maybe add this
$documents remove//documents disappear after player's reached them
end//do you have a trigger with a setthread of objective1?
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thread global/ai.scr::spawngroup #1 #1Code: Select all
$enemyspawn ai_on Code: Select all
// ARCHITECTURE: IvaN (master of disaster)
// SCRITPING: IvaN (master of disaster)
main:
exec global/ai.scr
///////////////////
level waittill prespawn
///////////////////
$enemyspawn ai_on
//////////////////
level waittill spawn
//////////////////
thread prep
thread objs
end
prep:
// hides stuff, gives stuff, anything that should happen first happens here..
$cut_wire hide
$player item weapons/colt45.tik
$player item weapons/m1_garand.tik
$player item weapons/mp40.tik
$player ammo pistol 32
$player ammo smg 100
$player ammo rifle 60
print "Given ammo"
end
objs:
// handles the objectives for the mission.
waitthread global/objectives.scr::add_objectives 1 2 "Steal the documents." $documents.origin //compass!
waitthread global/objectives.scr::current_objectives 1
end
lorry_disable:
$normal_wire remove
$lorry_engine playsound m1l2b_disabletruck
$cut_wire show
iprintlnbold_noloc "The lorry has been disabled!"
end
objective1:
// remove the docs
// should have a trigger_use with a setthread to this thread.
// i dont remember the command, but you also need to clear that object and set a new one after this
$documents remove //documents disappear after player's reached them
end