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try this

Posted: Fri Oct 01, 2004 3:36 am
by tltrude
Try this:

Code: Select all

// SNOWY PARK 
// ARCHITECTURE: NED 
// SCRIPTING: NED 

main: 

// set scoreboard messages 
setcvar "g_obj_alliedtext1" "Snowy Park" 
setcvar "g_obj_alliedtext2" "" 
setcvar "g_obj_alliedtext3" "" 
setcvar "g_obj_axistext1" "" 
setcvar "g_obj_axistext2" "" 
setcvar "g_obj_axistext3" "" 

setcvar "g_scoreboardpic" "mohdm5" 

   // 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/mohdm5.scr 
   exec global/ambient.scr mohdm5 

   level waittill spawn 

   spawn script_model "targetname" "rad1" 
   $rad1 model models/animate/alarmswitch.tik 
   $rad1.origin = ( 4692 -4015 172 ) 
   $rad1.angle = 90 
   $rad1 triggerable 
   $rad1 solid 

   spawn trigger_use "targetname" "rad1_trigger" 
   $rad1_trigger.origin = $rad1.origin
   $rad1_trigger.angle = $rad1.angle
   $rad1_trigger setsize ( -10 -10 -10 ) (10 10 10)

   thread allied 

snow:
	wait 1

	level.rain_speed = "32"
	level.rain_speed_vary = "16"
	level.rain_length = "2"
	level.rain_width = "1"
	level.rain_density = ".2"
	level.rain_slant = "250"
	level.rain_min_dist = "1800"
	//level.rain_min_dist = "512"
	level.rain_numshaders = 12
	level.rain_shader = "textures/snow0"


end

allied: 

   $rad1_trigger waittill trigger // waits for a player to use the trigger
   local.player = parm.other 

   if (local.player.dmteam == allies) // bracketed lines are skiped if the player is not allied
       {  
         $rad1 anim turnon 
         $rad1 playsound alarm_switch 
         iprintln "it works!"
         end // ends it
       }
  
   iprintln "You are not on the Allies Side!" 
   goto allied  // resets the thread if it was not an allied player

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 // remove slash marks for final version

end 
Can't use the switch as a trigger--it needs a seperate trigger. The only thing this script will do is to move the switch arm one time when an allied player uses the trigger.

Posted: Fri Oct 01, 2004 6:24 am
by bdbodger
Ya then what tom , what happens next ? :P

light

Posted: Fri Oct 01, 2004 11:48 am
by tltrude
A little light bulb :idea: winks on above the heads of "strafer" and "Cobra", hopefully.

Posted: Fri Oct 01, 2004 7:52 pm
by strafer
That light did wink on above my head. :D

Thanks for your help.

Posted: Fri Nov 12, 2004 9:31 pm
by Cobra {sfx}
Lol Tom