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problem with bomb in obj_DogWhite0.9
Posted: Thu Aug 18, 2005 8:32 am
by proximo
Player can not activate the bombs in obj_DogWhite0.9.
Is this maps not finish? Or scripting problem?
I want add bot to it, and bots can activate bombs with targetname $t21
and $t23 ( I found this in dogwhite.bsp). And i change the script to:
$t21 thread global/jv_obj_dm.scr::bomb_thinker
$t23 thread global/jv_obj_dm.scr::bomb_thinker
waitthread global/jv_bots/jv_mp_ai.scr::enable
$t21 thread axis_win_timer
thread allies_win_bomb
thread bomb1_exploded $t21
thread bomb2_exploded $t23
thread random_explosions_setup
It still not work to activate by players.
Can you help me

Posted: Thu Aug 18, 2005 8:54 am
by jv_map
Any error messages in console? Either at startup or when planting the bomb. Are you saying bots can actually plant the bomb?
Posted: Thu Aug 18, 2005 2:03 pm
by proximo
jv_map wrote:Any error messages in console? Either at startup or when planting the bomb. Are you saying bots can actually plant the bomb?
I dont think i have seen an error.
Yes the bots can plant the bomb and player not.
The same problem whas by the orgininal version before i change it.
Posted: Tue Sep 27, 2005 4:54 pm
by proximo
I found next error in console:
while (local.bomb1.exploded != 1) (maps/obj/dogwhite.scr, 79)
while (local.bomb1^
^~^~^ Script Error: Field 'exploded' applied to NULL listener
while (local.bomb2.exploded != 1) (maps/obj/dogwhite.scr, 97)
while (local.bomb2^
^~^~^ Script Error: Field 'exploded' applied to NULL listener
Posted: Tue Sep 27, 2005 5:47 pm
by Rookie One.pl
local.bomb1 and local.bomb2 don't exist.
Posted: Tue Sep 27, 2005 6:15 pm
by proximo
Rookie One.pl wrote:local.bomb1 and local.bomb2 don't exist.
Don't exist

Bots can plant the bombs but players not.
Posted: Tue Sep 27, 2005 6:20 pm
by Rookie One.pl
That's what the error means. Are you sure it's supposed to be local?
Posted: Tue Sep 27, 2005 6:43 pm
by proximo
Rookie One.pl wrote:That's what the error means. Are you sure it's supposed to be local?
Yes i am sure bots plant bombs and the bombs explode but player can not acitve or deactivate te same bombs i try it local and server side.
like i say before the problem whas te same by the original map.
with the original script here below, no player or bots whas able to plant bombs
$flak88_west_explosive thread global/obj_dm.scr::bomb_thinker
$flak88_east_explosive thread global/obj_dm.scr::bomb_thinker
I lookt in the .bsp and found next targetname for the bombs t21 and t23
so i change the script to:
$t21 thread global/jv_obj_dm.scr::bomb_thinker
$t23 thread global/jv_obj_dm.scr::bomb_thinker
and bots are able to plant bombs but player not.
Posted: Tue Sep 27, 2005 7:19 pm
by jv_map
There is possibly an object blocking the view of the player when he's trying to plant the bomb (you should get 'failed cansee check' in console), or the trigger isn't set up properly (bots don't use the trigger but players need it). Check if the bomb entity has a proper $trigger_name key.
Posted: Wed Sep 28, 2005 12:36 pm
by bdbodger
while (local.bomb1.exploded != 1) (maps/obj/dogwhite.scr, 79)
while (local.bomb1^
^~^~^ Script Error: Field 'exploded' applied to NULL listener
while (local.bomb2.exploded != 1) (maps/obj/dogwhite.scr, 97)
while (local.bomb2^
^~^~^ Script Error: Field 'exploded' applied to NULL listener
the problem with local.bomb1 does not have to do with jv_obj_dm.scr::bomb_thinker thread it has to do with another thread . Look at this from one of the maps you redid for bots xyz_botaddon_0815-final-fixed
$bomb.trigger_name = $trigger2 //trigger name that is used for the bomb
$bomb.target.target = $trigger2 //Thing to blow up with the bomb
$bomb.target.destroyed_model = "models/statweapons/flak88_d.tik" //destroyed model of thing to blow up
$bomb.explosion_fx = "models/emitters/explosion_mine.tik" //explosion FX
$bomb.explosion_sound = "sound/weapons/explo/explo_metalmed1.wav" //explosion sound
$bomb2.trigger_name = $triggerbomb2
$bomb2.target.target = $triggerbomb2
$bomb2.target.destroyed_model = "models/vehicles/stukadesrt_d.tik"
$bomb2.explosion_fx = "models/emitters/explosion_mine.tik"
$bomb2.explosion_sound = "sound/weapons/explo/explo_metalmed1.wav"
$bomb thread global/jv_obj_dm.scr::bomb_thinker
$bomb2 thread global/jv_obj_dm.scr::bomb_thinker
waitthread global/jv_bots/jv_mp_ai.scr::enable
// prefix a $ to access targetnames of objects
$bomb thread axis_win_timer
thread allies_win_bomb
thread bomb1_exploded $bomb
thread bomb2_exploded $bomb2
....
....
end
bomb2_exploded local.bomb2:
while (local.bomb2.exploded != 1)
wait .1
iprintlnbold_noloc "That's the Stuka.....DAMN MOTHERFUCKER"
//$spawn_axis2 disablespawn
//$spawn_axis4 enablespawn
end
looks like the same idea from what you have described . I know that does not fix your problem with the trigger but I thought I'd point that out . For the trigger problem I'd suggest moveing the trigger away from the bomb a bit .
Posted: Wed Sep 28, 2005 2:46 pm
by proximo
I moved the bomb and the trigger (see below) but no result
move_bomb:
$t21.origin -= ( -38 0 0 )
$t21.angles -= ( 0 90 0 )
$t21.trigger_name.origin -= ( -48 0 0 )
$t23.origin -= ( 0 -18 0 )
$t23.angles -= ( 0 90 0 )
$t23.trigger_name.origin -= ( 0 -28 0 )
Posted: Thu Sep 29, 2005 8:01 pm
by proximo
I am not a mapper
If somebody now a good mapper to fix the original files first

That will help me a lot.
it's a very good map very nice playgame
thanks.
Posted: Mon Dec 05, 2005 2:53 pm
by proximo
If somebody can help me to fix this bombs let me now. We realy want to
add it to our "bots mappack 5"
thanks.