by the looks of that im missing a { } some where==== CleanupGame ====
Adding script: 'dm/mohdm6_precache.scr'
bad token:
TOKEN_LEFT_BRACES:
{
{ (global/tt.scr, 98)
^
^~^~^ Script file compile error: Couldn't parse 'global/tt.scr'
ScriptMaster::GetScript: Script 'global//tt.scr' was not properly loaded
-------------------- Spawning Entities -----------------------
soundtrack switched to .
-------------------- Actual Spawning Entities -----------------------
-------------------- Actual Spawning Entities Done ------------------ 8 ms
^~^~^ Event 'dmtracerfrequency' does not exist.
^~^~^ Failed execution of event for class 'TurretGun'
^~^~^ Entity::ProcessInitCommands: Bad init server command 'dmtracerfrequency' in 'models/statweapons/mg42_gun.tik'
0 teams with 0 entities
unmatching {} pair
file 'maps/dm/mohdm6.scr', source pos 10461:
unexpected end of file found
file 'maps/dm/mohdm6.scr', source pos 10461:
^~^~^ Script file compile error: Couldn't parse 'maps/dm/mohdm6.scr'
ScriptMaster::GetScript: Script 'maps/dm/mohdm6.scr' was not properly loaded
39 entities spawned
115 simple entities spawned
0 entities inhibited
-------------------- Spawning Entities Done ------------------ 15 ms
Going from CS_PRIMED to CS_ACTIVE for =|95th|=GenDonut
------ Server Initialization Complete ------ 0.28 seconds
------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Called FadeSound with: 0.000000
=|95th|=GenDonut has entered the battle
----- Server Shutdown -----
==== ShutdownGame ====
---------------------------
------- S_StopAllSounds (stop music) -------
MUSIC: changing from [ normal | normal ] to [ none | none ]
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
----- CL_Shutdown -----
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Shutdown (full) -------
------- Sound Shutdown Complete -------
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...hiding window
...destroying window
...window successfully destroyed
...resetting display
...shutting down QGL
...unloading OpenGL DLL
new script:
Code: Select all
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Stalingrad"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm6"
// 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
exec global/door_locked.scr::lock
level.script = maps/dm/mohdm6.scr
exec global/ambient.scr mohdm6
thread player_monitor
thread counter_setup
thread hud_counter
level waittill spawn
end
player_monitor:
println "moniter started"
iprintlnbold_noloc ("monitor started")
while(1)
{
for(local.i = 1; local.i <= $player.size; local.i++)
{
if($player[local.i].health <= 0 && $player[local.i].revive != 1)
$player[local.i] thread wait_revive //IDENTIFIES THE PLAYER AS SELF
iprintlnbold_noloc ("player died")
}
waitframe
}
end
//--------------------------------------------------------------------------------
//This is how to make the player change teams
//[THE PLAYER] stufftext ("join_team axis")
//[THE PLAYER] stufftext ("join_team allies")
wait_revive:
self.revive = 1
iprintlnbold_noloc ("waiting for revive")
self notsolid
self stufftext "say WAS FROZEN"
local.team = self.dmteam
local.ent = self waitthread player_ai_model
local.ent.beams = waitthread spawn_beam_cylinder local.origin 15 ( 1 1 1 )
self hide
self nodamage
self takeall
self.ent = local.ent
self.ent.beams = local.ent.beams
self.waiting = 1
self physics_off
self.isfrozen = 1
self thread spectator
while(self.isfrozen == 1)
{
for(local.i=1;local.i<=$player.size;local.i++)
{
if($player[local.i] != self)
{
if(vector_within $player[local.i].origin self.origin 125 && $player[local.i].useheld == 1) //HOLDS USE & 125 UNITS AWAY
{
if($player[local.i].dmteam == "axis")
{
self stopwatch 5
$player[local.i] stopwatch 5
wait 5
self stufftext ("join_team axis")
$player[local.i] stufftext ("say MELTED A PLAYER FOR THE AXIS")
self.isfrozen = 0
self.revive = 0
}
else
{
if($player[local.i].dmteam == "allies")
{
self stopwatch 5
$player[local.i] stopwatch 5
wait 5
self stufftext ("join_team allies")
$player[local.i] stufftext ("say MELTED A PLAYER FOR THE ALLIES")
self.isfrozen = 0
self.revive = 0
}
}
}
}
}
waitframe
}
//--------------------------------------------------------------
//| Delete Frozen's |
//| This deletes the frozen body when |
//| self.isfrozen is set to 0 |
//| |
//| The Spectator Mode should auto-matically disable |
//--------------------------------------------------------------
if(self.isfrozen == 0 )
{
local.angle = local.ent.angle
self tele local.ent.origin
self.ent delete
local.ent.beams delete
}
self show
self physics_on
wait 3
self solid
self takedamage
end
//--------------------------------------------------------
//--------------------------------------------------------------
//| Spectator Mode |
//| This is enabled and keeps a player in spectator until he is|
//| Melted another player |
//| |
//| As of now the spectator can only veiw real players |
//--------------------------------------------------------------
spectator:
while(self.isfrozen == 1)
{
self iprint "--Spectator Mode--"
self iprint "You are frozen and must wait for someone to melt you"
self spectator
wait 0.5
}
end
//--------------------------------------------------------
counter_setup:
while(1)
{
level.alliesteam = 0
level.axisteam = 0
waitframe
for(local.i=1;local.i <= $player.size;local.i++)
{
if($player[local.i].dmteam == "axis")
level.axisteam++
else if($player[local.i].dmteam == "allies")
level.alliesteam++
}
hud_counter:
while(1)
{
huddraw_align 200 left bottom
huddraw_font 200 facfont-20
huddraw_rect 200 40 -140 100 100
huddraw_color 200 1 1 1
huddraw_alpha 200 1
huddraw_string 200 ("Axis: " + level.axisteam)
huddraw_align 201 left bottom
huddraw_font 201 facfont-20
huddraw_rect 201 40 -115 100 100
huddraw_color 201 1 1 1
huddraw_alpha 201 1
huddraw_string 201 ("Allied: " + level.alliesteam)
huddraw_shader 202 ("textures/hud/allies")
huddraw_align 202 left bottom
huddraw_rect 202 10 -120 25 25
huddraw_color 202 1 1 1
huddraw_alpha 202 1.0
huddraw_shader 203 ("textures/hud/axis")
huddraw_align 203 left bottom
huddraw_rect 203 10 -145 25 25
huddraw_color 203 1 1 1
huddraw_alpha 203 1
}
wait .5
end
//----------------------------------------------------------------------
player_ai_model:
switch(self.model)
{
models/player/allied_airborne.tik:
local.ent = human/multiplayer_allied_airborne_soldier.tik
break
models/player/allied_pilot.tik:
local.ent = human/multiplayer_allied_pilot.tik
break
models/player/allied_sas.tik:
local.ent = human/multiplayer_allied_oss_man.tik
break
models/player/american_army.tik:
local.ent = human/multiplayer_allied_airborne_soldier.tik
break
models/player/american_ranger.tik:
local.ent = human/multiplayer_allied_1st-ranger_private.tik
break
models/player/german_afrika_Officer.tik:
local.ent = human/multiplayer_german_afrika_officer.tik
break
models/player/german_elite_officer.tik:
local.ent = human/multiplayer_german_elite_gestapo.tik
break
models/player/german_elite_sentry.tik:
local.ent = human/multiplayer_german_elite_sentry.tik
break
models/player/german_kradshutzen.tik:
local.ent = human/multiplayer_german_misc_kradshutzen.tik
break
models/player/german_panzer_grenadier.tik:
local.ent = human/multiplayer_german_panzer_grenadier.tik
break
models/player/german_panzer_obershutze.tik:
local.ent = human/multiplayer_german_panzer_obershutze.tik
break
models/player/german_panzer_shutze.tik:
local.ent = human/multiplayer_german_panzer_shutze.tik
break
models/player/german_panzer_tankcommander.tik:
local.ent = human/multiplayer_german_panzer_tankcommander.tik
break
models/player/german_waffenss_officer.tik:
local.ent = human/multiplayer_german_waffenss_officer.tik
break
models/player/german_waffenss_shutze.tik:
local.ent = human/multiplayer_german_waffenss_shutze.tik
break
models/player/german_wehrmacht_officer.tik:
local.ent = human/multiplayer_german_wehrmact_officer.tik
break
models/player/german_wehrmacht_soldier.tik:
local.ent = human/multiplayer_german_wehrmact_soldier.tik
break
models/player/german_winter_1.tik:
local.ent = human/multiplayer_german_winter_type1.tik
break
models/player/german_winter_2.tik:
local.ent = human/multiplayer_german_winter_type2.tik
break
models/player/german_worker.tik:
local.ent = human/multiplayer_german_misc_worker.tik
break
default:
if(self.dmteam == "allies")
local.ent = human/multiplayer_allied_airborne_soldier.tik
else
local.ent = human/multiplayer_german_wehrmact_soldier.tik
break
}
local.ent = spawn local.ent origin self.origin angles self.angles "gun" "none"
local.ent notsolid
local.ent nodamage
local.origin = self.origin
thread
end local.ent
//#######################################################################
spawn_beam_cylinder local.origin local.radius local.color:
local.beams[0] = waitthread spawn_doublebeam (local.origin + ( local.radius 0 0 )) local.color
local.beams[1] = waitthread spawn_doublebeam (local.origin + ( -(local.radius * 0.5) (local.radius * 0.866) 0 )) local.color
local.beams[2] = waitthread spawn_doublebeam (local.origin + ( -(local.radius * 0.5) -(local.radius * 0.866) 0 )) local.color
end local.beams
//######################################################################
spawn_doublebeam local.origin local.color local.bindent:
local.beams[0] = waitthread spawn_beam (local.origin + ( 0 0 40 )) ( local.origin + ( 0 0 130 )) local.color
local.beams[1] = waitthread spawn_beam (local.origin + ( 0 0 40 )) ( local.origin + ( 0 0 -50 )) local.color
end local.beams
//######################################################################
spawn_beam local.origin local.endpoint local.color:
local.ent = spawn func_beam
local.ent.origin = local.origin
local.ent endpoint local.endpoint
local.ent minoffset 0.0
local.ent maxoffset 0.0
local.ent scale 5.0
local.ent color local.color
local.ent alpha 1.0
local.ent endalpha 0.0
local.ent numsegments 5
local.ent activate
level.origin = local.origin
end local.ent
//--------------------------------------------------------------------
Check_Win:
end
//------------------------------------------------------------------
//|HoW CAN I CHECK FOR A WIN WHEN EVERY FRAME |
//|THE TEAM COUNTER IS SET TO 0 THEN ADDED UP AGAIN |
//| |
//|Make a new counter? one that isnt as accurate? how do i do that?|
//------------------------------------------------------------------
//-----------------------------------------------------------------------------
roundbasedthread:
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 1 // 1 or 0
level.dmroundlimit = 15 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw