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backwards
Posted: Fri Apr 09, 2004 11:37 pm
by tltrude
You have it backward. The truck targets the script_object.
Posted: Fri Apr 09, 2004 11:40 pm
by lizardkid
yeah, sry.

there ought to be a blue line connecting them as well.

Posted: Fri Apr 09, 2004 11:51 pm
by wacko
Should I understand what u guys are talking about??

Posted: Sat Apr 10, 2004 12:23 am
by lizardkid
Wacko wrote:Should I understand what u guys are talking about??

nope.
actually, the blue line i'm speaking of is a targetline. it shows up in the editor when a target is named to an entity. like
$targetname pathnode1
target pathnode2
there'd be a pink line connecting the two pathnodes. with your truck and clip model it's blue.
Posted: Sat Apr 10, 2004 1:51 am
by rodney
Please response:
What modify the speed of the $truck???
I ask 3th!!!
Posted: Sat Apr 10, 2004 1:59 am
by lizardkid
use this:
Code: Select all
level.slowspeed = xxx //slowest speed of vehicles in map
level.fastspeed = xxx //fastest speed of vehicles in map
about 300 is best for highest speed. 150 works good for slowest.
Posted: Sat Apr 10, 2004 2:41 am
by Krane
rodney wrote:Please response:
What modify the speed of the $truck???
I ask 3th!!!
It's a file called script. There you make a lot of things happening. If you want, for example, change a WORKING truck's speed, it's just a matter of changing the numbers inside the thread ( thread is a part of the script, starts w/ a word AND a ":", that makes a label). Ex:
my_truck_thread: // no spaces
$truckname speed 300
$truckname move
end
This is a thread. A script is made of threads, entendeu?
Posted: Sat Apr 10, 2004 6:16 am
by rodney
Krane wrote:rodney wrote:Please response:
What modify the speed of the $truck???
I ask 3th!!!
It's a file called script. There you make a lot of things happening. If you want, for example, change a WORKING truck's speed, it's just a matter of changing the numbers inside the thread ( thread is a part of the script, starts w/ a word AND a ":", that makes a label). Ex:
my_truck_thread: // no spaces
$truckname speed 300
$truckname move
end
This is a thread. A script is made of threads, entendeu?
Not found!!!
Posted: Sat Apr 10, 2004 9:43 am
by wacko
The collision method BdBodger is talking about, was okay, and the targeting isn't that foreign to me. My main problem at the moment is, that the different methods of getting something truck-like into the map gives me differently working truck models. Some can 'drive' info_waypoints, some can 'follow' info_splinepaths, some have missing textures, some have rotating wheels, some don't. Some already have a collision and some don't and so on... So, 1st, I'd love to know which entity does what, which could/should be used for what and especially which one would be appropriate for this:
I wanted to have a GMC-truck (with covered bed) going to point A, where it stops and waits until one player has entered the bed, then waits additional 10sec, glues all players to the bed and then starts going to point B. There, it stops, unglues them, waits until they left the truck, and finally returns to point C, goes backwards to point A and loop end.
I studied 2 or 3 different truck examples, each does a bit of what I need but combining them doesn't work... But maybe someone else could tell what I'd have to do?!
Posted: Sat Apr 10, 2004 6:15 pm
by rodney
I can not incraze the speed... i need 3000 speed!!!
Help-me!!!
You example of the speed... do not found!!!
Posted: Sat Apr 10, 2004 8:19 pm
by lizardkid
for a thread in a script you need to use a program called Notepad. open it up and put the following inside it.
main:
exec global/ai.scr
exec global/loadout.scr maps/test_my_map_1.scr
exec gloal/friendly.scr
level waittill prespawn
thread truck
exec global/ambient.scr test_my_map_1
level waittill spawn
level.script = "maps test_my_map_1.scr"
end
truck:
$truck speed 3000
$truck drive $wapoint
end
then find your map's name (example, my_map_1.map) and save your notepad document as the maps name (if it's my_map_1, then save it as my_map_1) but instead of putting .map at the end of it, put .scr.
this tells the truck to move to the first waypoint, called waypoint at the speed 3000.
Posted: Sat Apr 10, 2004 9:41 pm
by rodney
lizardkid wrote:for a thread in a script you need to use a program called Notepad. open it up and put the following inside it.
main:
exec global/ai.scr
exec global/loadout.scr maps/test_my_map_1.scr
exec gloal/friendly.scr
level waittill prespawn
thread truck
exec global/ambient.scr test_my_map_1
level waittill spawn
level.script = "maps test_my_map_1.scr"
end
truck:
$truck speed 3000
$truck drive $wapoint
end
then find your map's name (example, my_map_1.map) and save your notepad document as the maps name (if it's my_map_1, then save it as my_map_1) but instead of putting .map at the end of it, put .scr.
this tells the truck to move to the first waypoint, called waypoint at the speed 3000.
Not found... the truck is stoped!!!
Please...
Test first!!!
And after post!!!