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moving truck invulnerable and restart no wepaons
Posted: Sun Sep 04, 2005 11:55 am
by Hell_Soldier
1) i want to make my moving truck invulnerable, is it possible?
2) when i restart the map (TDM) player's weapons disappear until u die again, or when u change team.
how can i correct this?
Posted: Sun Sep 04, 2005 2:32 pm
by Hell_Soldier
another question:
i got a push trigger that prints a message "human rocket" when its been triggered.
my clan want to be able to throw nades into the push trigger.
i know how to do that, ill just check the projectile box at the entities manager.
is it possible to tell the trigger to print a different message when a projectile triggers it?
trigger
Posted: Sun Sep 04, 2005 7:46 pm
by tltrude
Use two triggers and have one that pushes players and the other pushes projectiles. They can be in the same space.
I'm not sure how to make trucks invulnerable, but you can add Key: health / Value: 100000.
Posted: Sun Sep 04, 2005 9:04 pm
by Hell_Soldier
1) what if i set health to 0? does it make it invulnerable?
2) what about the restart problem i mentioned in the 1st post to this thread, can it be fixed?
3) i use 2 push triggers to push the projectiles, the 1st trigger pushes projectiles up towards the 2nd trigger that pushes them forward.
the projectiles trigger the 1st trigger and fly up, but for some reason they just keep flying up instead of forward when they are touching the 2nd trigger. help?
trigger
Posted: Mon Sep 05, 2005 3:40 am
by tltrude
like I said, "I'm not sure how to make trucks invulnerable."
I have no clue about number 2.
Use a script_origin and set the push trigger to target it. There is an example of that in my explodingdoor tutorial map (click on my signature logo). The player cannon has a target, or two. But, even then it misses the mark sometimes. You may need to add "weapons clip" textured brushes to help guide it in the right direction.
Posted: Mon Sep 05, 2005 3:13 pm
by Hell_Soldier
what is the max health value i can give the truck?
P.S.
still need an answer for that restart problem.
Posted: Mon Sep 05, 2005 3:36 pm
by At0miC
I guess the max health value is unlimited.
But what about 'nodamage' for the truck, I think this will make it invulnerable.
Posted: Mon Sep 05, 2005 4:42 pm
by lizardkid
your weapon disappearing problem is a mod, it's almost not possible for that to happen in stock maps. remove some .pk3's and try again until you find the culprit. maybe a badly coded sniper only mod?
Posted: Mon Sep 05, 2005 4:48 pm
by Hell_Soldier
not really, the only custom file in my main or mainta folder at the moment is my map. i moved every other file using Tatakai Custom File Mover.
so it cant be a mod.
my map is FFA\TDM gametype and i use info_player_axis, info_player_allied, info_player_start and info_player_deathmatch entities as spawn points.
heres my script, anything wrong with it?
Code: Select all
level waittill prespawn
exec global/DMprecache.scr
exec global/door_locked.scr::lock
exec global/ai.scr
exec global/loadout.scr maps/dm/hiddenvalley.scr
exec global/friendly.scr
exec global/door_locked.scr::lock
$dooropenerin nottriggerable
$dooropenerout nottriggerable
exec global/ambientsound.scr hiddenvalley
// may want to make your own ambient sounds, read the tut
level.script = "maps/dm/hiddenvalley.scr"
// remember to put in your map name
$world farplane 4000
$world farplane_color (0.675 0.663 0.651)
$world farplane_cull 0
thread start_sounds
level waittill spawn
//add more codes here after you add more features to your maps
thread truck
bind:
$lift_inswitch bind $elevator
end
traptrigger:
$traptrigger volumedamage 1000
iprintlnbold_noloc "a sucker fell down from the skies"
end
firetrigger:
$firetrigger volumedamage 10
end
truck:
wait 10
$trk drive $wap
$trk waittill drive
$trk stop
goto truck
end
doorlock:
$outsidelock nottriggerable // don't let it trigger until thread is finished
$insidelock nottriggerable
$dooropenerin triggerable // door is now unlocked
$dooropenerout triggerable
wait 1
$dooropenerin nottriggerable // lock it
$dooropenerout nottriggerable // lock it
$outsidelock triggerable // turn on unlock triggers
$insidelock triggerable
end
pushtrigger:
iprintlnbold_noloc "a Human Rocket has been LAUNCHED!"
end
end
script
Posted: Mon Sep 05, 2005 10:40 pm
by tltrude
Maybe this will work better.
Code: Select all
// HIDDENVALLEY
// ARCHITECTURE: Hell_Soldier
// SCRIPTING: Hell_Soldier
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Hidden Valley"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
$world farplane 4000
$world farplane_color (0.675 0.663 0.651)
$world farplane_cull 0
// 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/hiddenvalley.scr
exec global/ambientsound.scr hiddenvalley //Using your map name only works if you have made a .mus file--use stock map name like mohdm7 (just wind).
exec global/ai.scr
//exec global/loadout.scr maps/dm/hiddenvalley.scr //probably wont work in multiplayer
//exec global/friendly.scr //probably wont work in multiplayer
$dooropenerin nottriggerable
$dooropenerout nottriggerable
$lift_inswitch bind $elevator
thread truck_start
level waittill spawn
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
//-----------------------------------------------------------------------------
truck_start:
wait 10
$trk drive $wap
$trk waittill drive
$trk stop
goto truck
end
//-----------------------------------------------------------------------------
traptrigger:
$traptrigger volumedamage 1000
iprintlnbold_noloc "a sucker fell down from the skies"
end
//-----------------------------------------------------------------------------
firetrigger:
$firetrigger volumedamage 10
end
//-----------------------------------------------------------------------------
doorlock:
$outsidelock nottriggerable // don't let it trigger until thread is finished
$insidelock nottriggerable
$dooropenerin triggerable // door is now unlocked
$dooropenerout triggerable
wait 1
$dooropenerin nottriggerable // lock it
$dooropenerout nottriggerable // lock it
$outsidelock triggerable // turn on unlock triggers
$insidelock triggerable
end
//-----------------------------------------------------------------------------
pushtrigger:
iprintlnbold_noloc "a Human Rocket has been LAUNCHED!"
end
//-----------------------------------------------------------------------------
Make sure you only have one
info_player_start in the map.
Deathmatch games give you the weapons automatically, so no loadout script is needed.
The Friendly script is for singleplayer games.
Hope it works!
Posted: Tue Sep 06, 2005 9:19 am
by Hell_Soldier
its works!!! YAY!!!
thx alot tltrude.
for future reference what was the problem? too many info_player_start? or the loadout script? or what is something else?
script
Posted: Tue Sep 06, 2005 10:52 am
by tltrude
Well, if that was your whole script, it had no "main:" thread at the top. The loadout, and the other singleplayer scripts, may have caused the problem as well. In the future, you should start with a script from one of the stock dm maps--I used mohdm2. Then make your modifications. The stock scripts can be found in pak5 and pak6.pk3 under maps/dm.
The info_player_start spawn point is for singleplayer maps. But, there should also be just one in dm and obj maps because it sets the view players see before they join. You can place it up off the ground and at an angle--for a better view.
You may also want to experiment with the "intermission" spawn point. It can be set to target a script_origin and look down. I think it is used for the players view between rounds. There is one in the Southern France map.
Posted: Tue Sep 06, 2005 12:31 pm
by Hell_Soldier
there was 'main' at the top, i just posted the script from the prespawn to this forum.
so i guess it was the loadout.
thx alot