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neillomax
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Post by neillomax »

thread global/minefield.scr::minefield_setup........... ????

did you "thread" both bombs " a + b ?
janiegotagun
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Post by janiegotagun »

how do i do that? i am not good at scripting :( so can u explain?
neillomax
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Post by neillomax »

I don't script, I map. Here's the only dual bomb script in MOHAA that I know of. You'll have to mess with it a bit and combine your stuff with it.... ???

/////////////////////////////////////



// THE BRIDGE
// ARCHITECTURE: POWZER
// SCRIPTING: POWZER

main:


setcvar "g_obj_alliedtext1" "Defend the bridge"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""

setcvar "g_obj_axistext1" "Place an explosive"
setcvar "g_obj_axistext2" "under the bridge"
setcvar "g_obj_axistext3" "to destroy it"

setcvar "g_scoreboardpic" "objdm4"

level waittill prespawn

//*** Precache Dm Stuff
exec global/DMprecache.scr

level.script = maps/obj/obj_team4.scr
exec global/ambient.scr obj_team4

thread global/exploder.scr::main
thread global/minefield.scr::minefield_setup
exec global/door_locked.scr::lock

level waittill spawn

level.defusing_team = "allies"
level.planting_team = "axis"
level.targets_to_destroy = 1 // only one of the two bombs in the level needs to be blown
level.bomb_damage = 300
level.bomb_explosion_radius = 1024

// set the parameters for this round/wave based match
level.dmrespawning = 0 // 1 **wave based** or 0 **round based**
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = allies // set to axis, allies, kills, or draw

level waittill roundstart

$bridge_bomb thread global/obj_dm.scr::bomb_thinker
$bridge_bomb2 thread global/obj_dm.scr::bomb_thinker

$bridge_bomb thread axis_win_bomb
$bridge_bomb thread allied_win_timer

// thread objectives_setup

end


axis_win_bomb:

while(level.targets_destroyed < level.targets_to_destroy)
waitframe

teamwin axis
end

//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------

allied_win_timer:

level waittill allieswin

end


//THIS PORTION OF SCRIPT NOT READY TO IMPLEMENT
//objectives_setup:
//
// waitthread global/objectives.scr::blank_objectives
// waitthread global/objectives.scr::add_objectives 1 2 "Axis forces must destroy the bridge" $bridge.origin
// wait 2
// waitthread global/objectives.scr::current_objectives 1

end
avee
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Joined: Tue Sep 13, 2011 9:24 am

objekt spawn

Post by avee »

hi all , i have a question about my spawn skript

i use a spawnskript like this :

Code: Select all

for (local.plank = 500; local.plank < 1050; local.plank += 39) //plank 
       {
       local.planks = spawn script_model "model" "static/cratelid2.tik" //model used
       local.planks.origin = ( local.plank -2392 310 )           //origin of start
       local.planks.angles = ( 0 90 0 )                             //orientation of model
       local.planks show
       local.planks.scale = 1.3                                    //size up/down depending on needs
}
it spawns a plank in bazzar
it use a variable x coord "local.plank" for origin

now i try to suse a y coord and x coord same time

i tryed this one - it dosnt work :S

Code: Select all

for (local.plank = 500; local.plank < 1050; local.plank += 39) //plank      
(local.plankx = 500; local.plankx < 1050; local.plankx += 39) //plank       

{        
local.planks = spawn script_model "model" "static/cratelid2.tik" //model used       
local.planks.origin = ( local.plank local.plankx 310 )       //origin of start 

       local.planks.angles = ( 0 90 0 )                             //orientation of model 
       local.planks show       
       local.planks.scale = 1.3                                    //size up/down depending on needs }
can anyone help?

(sorry my english is not the best :D)
Snaky
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Joined: Thu Oct 30, 2008 4:31 pm

Post by Snaky »

Hi!

Your "for" loop has an incorrect syntax. Try:

for (local.plank = 500;local.plank < 1050; local.plank+=39)
{
for (local.planky = 500;local.planky < 1050; local.planky+=39)
{
local.planks = spawn script_model "model" "static/cratelid2.tik" //model used
local.planks.origin = ( local.plank local.planky 310 ) //origin of start
// why "plankX" for an y coordinate?! ^^ it doesn't make a difference
//for the game, but for human-readers, it does.

local.planks.angles = ( 0 90 0 ) //orientation
local.planks show
local.planks.scale = 1.3
}
}

But be careful: with [500-105] range by 39 step, twice, you'll have around 200 models spawned. The game limit for all models is maximum 1024, lowered to around 800 due to non-removable entities. So, take care about this limit ;)

Enjoy!
jefflev
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Tried adding curtain but not show

Post by jefflev »

I tried adding a curtain to my mohdm6.scr but it does not show up on the server. Can someone help me by telling me what I've done wrong? Here is a portion of my mohdm6.scr file for you to look at. I added the section in red.

// STALINGRAD
// ARCHITECTURE: ZIED, POWZER
// SCRIPTING: POWZER

// **********************************************************************
// Extended-Gametype Mapscript Version 1.2.2 (05-14-05)
// By Mark Follett (Mefy)
// email: mef123@geocities.com
// web: www.planetmedalofhonor.com/mefy
// You are free to modify and redistribute as long as you keep these
// credits.
// **********************************************************************

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Stalingrad"
setcvar "g_obj_alliedtext2" "WELCOME TO <|MMC|>"
setcvar "g_obj_alliedtext3" "PLAY FAIR AND HAVE FUN"
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm6"

switch (waitthread global/libmef/util.scr::get_gametype)
{
case "ctf":
case "ftctf":
thread setup_randomized_ctf_bases
break

case "ft":
case "rbm":
waitthread global/libmef/spawn.scr::spawnblock_begin
break

case "dem":
case "ftdem":
waitthread setup_dem_bases
break
}

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

level waittill spawn
if (level.mef_baseversion == "sh" || level.mef_baseversion == "bt")
{
$world commanddelay 0 farclipoverride -1
}

//curtain1 east bld. 1st floor
local.static = spawn script_model
local.static.model "static/curtain.tik"
local.static.origin = (-615.75 -493.78 32.20)
local.static.angles = (8.98 89.88 0.00)
local.static.scale = 1.0
local static notsolid
local static nodamage



end


//-----------------------------------------------------------------------------


setup_dem_bases:
level.mef_settings["ticktime"] = 60
neillomax
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Post by neillomax »

didn't test it but what if you put it after wait til spawn instead of prespawn ?
jefflev
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Post by jefflev »

neillomax wrote:didn't test it but what if you put it after wait til spawn instead of prespawn ?
Correct me if i'm wrong but I placed it after wait til spawn.

level waittill spawn
if (level.mef_baseversion == "sh" || level.mef_baseversion == "bt")
{
$world commanddelay 0 farclipoverride -1
}

//curtain1 east bld. 1st floor
local.static = spawn script_model
local.static.model "static/curtain.tik"
local.static.origin = (-615.75 -493.78 32.20)
local.static.angles = (8.98 89.88 0.00)
local.static.scale = 1.0
local static notsolid
local static nodamage


end
neillomax
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Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

my old tired eyes............ i'll look tonight or tomorrow morning and post the script.
jefflev
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Post by jefflev »

Cool, thanks for your help.
neillomax
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Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

the first thing i noticed was the ( " " ) in the script

"static/curtain.tik"

try removing them.

then i used an old script of mine and no curtain showed up but an end piece to the sandbag did....... lower floor closet doorway. Is that the location ?

don't know why that happened. Will get on a computer that has my scripting stuff on it when i get a chance and see what I can come up with. Tinker around a little bit and see if you can get it to work. I can't get to it now.
jefflev
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Post by jefflev »

Yes, that's the location. I tinkered around with the script for several days before I decided to yield to the experts for help.
jefflev
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Post by jefflev »

Can anyone help me with my problem, please?
BatteryAziz
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Joined: Tue Jun 15, 2010 4:44 pm

Post by BatteryAziz »

this one's easy :D it should be local.static model "xxx.tik" instead of local.static.model

also, instead of using the local.static variable, use local.mycurtain or something like that. (because static/nonstatic is also an entity property which could confuse things)
jefflev
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Post by jefflev »

saaaimen wrote:this one's easy :D it should be local.static model "xxx.tik" instead of local.static.model

also, instead of using the local.static variable, use local.mycurtain or something like that. (because static/nonstatic is also an entity property which could confuse things)
It might be easy to you, but to me it's not. I made the corrections as you suggested but the curtain still does not show. The following script is how I typed it in. Look over the entire script line by line and make the corrections for me, please. I want to add other objects but for now I'm learning with just one curtain. Thanks for any help I may receive.

local.mycurtain = spawn script_object
local.mycurtain model "static/curtain.tik"
local.mycurtain.origin = (-615.75 -493.78 32.20)
local.mycurtain.angles = (8.98 89.88 0.00)
local.mycurtain.scale = 1.0
local mycurtain notsolid
local mycurtain nodamage
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