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Posted: Thu Nov 18, 2004 9:10 pm
by HDL_CinC_Dragon
lol
If i dont have a skybox will that screw up my script?
Posted: Thu Nov 18, 2004 9:12 pm
by Bjarne BZR
no, but any sunlight will not appear
Posted: Thu Nov 18, 2004 9:16 pm
by HDL_CinC_Dragon
darn, thought i was on to something lol
Posted: Thu Nov 18, 2004 9:16 pm
by jv_map
Are you aware you can't do any scripting on entity lights?
Better use a simpler object like a script_object or script_model.

Posted: Thu Nov 18, 2004 9:22 pm
by HDL_CinC_Dragon
you mean i cant just make a light and title it light and write a script for it? aw that sux. Ok, ill just use a 64 x 64 x 64 block that the trigger is on top of, lol.
Posted: Thu Nov 18, 2004 9:34 pm
by HDL_CinC_Dragon
:sigh: nothing happened.
------ First Try ------
I tried my old method with Targetnames and the waittills, goto's, etc.
here is my script
Code: Select all
main:
block_switch:
$switch waittill trigger
$switch nottriggerable
wait 1
$block hide
wait 1
$block show
wait 1
$block hide
wait 1
$block show
wait 1
goto block_switch
end
im now going to try JV's thing that he showed me a diff way to do my scripts, hope i can do it

Posted: Thu Nov 18, 2004 9:42 pm
by jv_map
Your script doesn't work because it doesn't have a level waittill spawn line. Hence the game goes to the waittill trigger line immediately when the map is still loading... can't find the trigger (doesn't exist yet)... goes to the next line somehow manages to make your trigger nottriggerable and you're in the dead lock

... don't make a trigger nottriggerable if you should able to trigger things

Posted: Thu Nov 18, 2004 9:45 pm
by HDL_CinC_Dragon
ah gotcha, ill try adding that. Im gunna try again with a diff script, I think i wrote it the way you told me to... but ill let you decide on that.
Code: Select all
main:
level waittill spawn
thread controls
local.switch
local.block
end
controls:
while(1)
{
local.switch waittill trigger
local.block hide
wait 1
local.block show
wait 1
local.block hide
wait 1
local.block show
wait 1
waitframe
}
end
Posted: Thu Nov 18, 2004 9:51 pm
by HDL_CinC_Dragon
oh yeah i forgot to mention:
I still have the trigger>use Key: targetname Value: switch
script>object Key: targetname Value: switch
Worldspawn Key: script Value: Operation_Friggen_Scope.scr (which is what the SCR is titled)
Is that bad?
----
Hey, you guys logged out! you cant leave me here! I dont know what to do! AHHHHHHHHHHHHHHHH!
Posted: Thu Nov 18, 2004 10:05 pm
by HDL_CinC_Dragon
:sigh: i tried it with the old script but added a level waittill spawn but it still didnt work. im going to try both scripts with just moving the block and or down a couple units, maybe its the hide show thats not working (I am now delerious and wishfully thinking, not healthy)
--- nothings working
Posted: Fri Nov 19, 2004 3:51 pm
by jv_map
Code: Select all
main:
level waittill spawn
thread controls
local.switch
local.block
end
What's the last two lines doing there

better make it just like this:
Code: Select all
main:
level waittill spawn
thread controls
end
Also in this thread:
Code: Select all
controls:
while(1)
{
local.switch waittill trigger
local.block hide
wait 1
local.block show
wait 1
local.block hide
wait 1
local.block show
wait 1
waitframe
}
end
You haven't defined local.switch nor local.block. Add these two lines:
Code: Select all
controls:
local.switch = $targetnameofyourswitch
local.block = $targetnameofyourblock
while(1)
{
local.switch waittill trigger
local.block hide
wait 1
local.block show
wait 1
local.block hide
wait 1
local.block show
wait 1
waitframe
}
end
This way it
will work, trust me

Posted: Fri Nov 19, 2004 8:47 pm
by HDL_CinC_Dragon
ok, ill adjust the script and go for the test O_O
Test in progress, please wait...
it didnt work
Code: Select all
main:
level waittill spawn
thread controls
end
controls:
local.block time 1.5
local.switch = $switch
local.block = $block
while(1)
{
local.switch waittill trigger
local.block moveup 64
wait 2.5
local.block movedown 64
wait 2.5
local.block moveup 64
wait 2.5
local.block movedown 64
wait 2.5
waitframe
}
end
Posted: Fri Nov 19, 2004 9:17 pm
by HDL_CinC_Dragon
well it didnt work but i did figure something out: Dont put Axis AI next to Allied AI:
http://img35.exs.cx/img35/6978/AxisAInexttoAlliedAI.jpg
* Edited by bdbodger recommended picture size 640x480
Posted: Fri Nov 19, 2004 9:17 pm
by Grassy
Hehe, try naming your script obj block.....
I still have the trigger>use Key: targetname Value: switch
script>object Key: targetname Value: switch
Posted: Fri Nov 19, 2004 9:18 pm
by HDL_CinC_Dragon
oh whoops, my object is titled block. gotta fix that typeo in the post.