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Called by BSP?

Posted: Mon Apr 04, 2005 11:32 pm
by Master-Of-Fungus-Foo-D
in many SP, and one MP (hunt) maps is some whered code... called by the bsp? How do you call something by BSP? i thought you couldnt code anything in the bsp? Im confused, as ive been many times...

Code: Select all

almost_there1:
   //called by BSP
    local.player = parm.other
    if ( (local.player.dmteam != "allies") || (level.perimeter_breached == 1) )
      end
      
    iprintlnbold "The Allies have breached the perimeter!"
    level.perimeter_breached = 1
end

Posted: Mon Apr 04, 2005 11:50 pm
by MPowell1944
Simple. For The Hunt, they created a trigger_multiple with a key of setthread and a value of almost_there1.

Posted: Tue Apr 05, 2005 12:03 am
by Master-Of-Fungus-Foo-D
no, why does it sya called by BSP? (im not an idiot, i know how to do this, why does it say called by bsp tho?)

edit- Ok i admit, youre right about the trigger, but wy dopes it say called by BSp in the script?also if you look in m5l2.scr it says that too....

Posted: Tue Apr 05, 2005 12:06 am
by Deutsche Dogge
Simply because the trigger thread is set in the bsp and not with waittill trigger or setthread in the scr. So basically you can say it's "called by bsp". :wink:

Posted: Tue Apr 05, 2005 12:09 am
by MPowell1944
That is just a comment they put in to let anyone viewing the script know that the thread is being called from the map and not the script itself.

Posted: Tue Apr 05, 2005 12:10 am
by Master-Of-Fungus-Foo-D
man these are some fast responses :P

(sry, im an idiot i guess after all :P)

Posted: Tue Apr 05, 2005 12:16 am
by Deutsche Dogge
Master-Of-Fungus-Foo-D wrote:...(sry, im an idiot i guess after all :P)
Naaah, you just gotta let some time for the lamps to heat up... :lol:

Posted: Tue Apr 05, 2005 12:32 am
by Master-Of-Fungus-Foo-D
mmm, i guess mine is a wet match in a dark cave?

Posted: Tue Apr 05, 2005 6:45 am
by Deutsche Dogge
Master-Of-Fungus-Foo-D wrote:mmm, i guess mine is a wet match in a dark cave?
I'd say you are too young to get it. :lol:

transistors vs lamps :wink:

Posted: Tue Apr 05, 2005 11:00 am
by bdbodger
it is possible to do commands from the bsp for example lets say you have an effect like models\emitters\pipe_steam.tik and it needs for you to do

$mysteam anim start

you can simple put key: anim value: start in the entity window in radaint and it will be turned on in the map I have seen that done also with a water wheel that was a script_object and also a prefab it had a rotation command done that way so all you had to do was put the prefab in your map and tada a working water wheel