Stack overflow????
Posted: Sun Oct 23, 2005 10:26 pm
I got that error............no clue wut it means, looked but didn't see any other topics about it
Code: Select all
// **********************************************************************
// king of hill mod
// script borrowed and changed by kkcahdcakcyt
// Original script from Viper/Jv_map
// **********************************************************************
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "King of the Hill"
setcvar "g_obj_alliedtext2" "=[CoH]="
setcvar "g_obj_alliedtext3" "Allies: 0"
setcvar "g_obj_axistext1" "Axis: 0"
setcvar "g_obj_axistext2" "winning team"
setcvar "g_obj_axistext3" "no score"
setcvar "g_scoreboardpic" "mohdm1"
level.randomcoord[0] = ( 950 30 270 )
level.randomcoord[1] = ( 237 -90 80 )
level.randomcoord[2] = ( 950 30 270 )
level.randomcoord[3] = ( 237 -90 80 )
level.randomcoord[4] = ( 950 30 270 )
level.randomcoord[5] = ( 237 -90 80 )
local.master = spawn ScriptMaster
local.master aliascache point_scored sound/items/RadioBomb.wav soundparms 2.0 0.0 1.0 0.0 10000 10000 item loaded maps "dm obj"
local.master aliascache final_countdown sound/items/final_countdown.wav soundparms 1.3 0.0 1.0 0.0 10000 10000 local loaded maps "dm moh obj "
level waitTill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/mohdm1.scr
exec global/ambient.scr mohdm1
thread dinnerroom
thread messages
thread scores
spawn script_models "model" "fx/dummy.tik" "targetname" "speaker"
$speaker.origin = ( 0 0 0)
$speaker notsolid
level waittill spawn
end
//-----------------------------------------------------------------------------
get_hill:
spawn script_model "targetname" "green"
$green model "fx/corona_green_bright.tik"
$green.origin = (level.randomcoord[randomint(5)])
$green light 0 1 0 900
$green notsolid
local.t = spawn TriggerAll "targetname" "hill"
local.t.origin = ($green.origin)
local.t setsize ( 1 -1 -1 ) ( 550 385 250 )
local.t wait 0.1 //0.05 // trigger every frame
local.t.lasttriggertime = 0.0
local.t setthread dinnerroom_trigger
dinnerroom:
// defines
group.TEAM[allies] = 0
group.TEAM[axis] = 1
group.TIME_FOR_POINT = 15.0
group.time_in_room[group.TEAM[allies]] = 0.0
group.time_in_room[group.TEAM[axis]] = 0.0
group.POINTS[allies] = 0
group.POINTS[axis] = 0
thread get_hill
while(1)
{
// check if someone currently is in the trigger
// small time tolerance because trigger events sometimes get lost :/
if(level.time - $hill.lasttriggertime <= 0.2) //0.20
{
// add to this teams counter
local.team = group.TEAM[local.t.lasttriggerteam]
local.otherteam = !local.team
group.time_in_room[local.team]+= 0.05
// reset other team's counter
group.time_in_room[local.otherteam] = 0.0
if(group.time_in_room[local.team] >= group.TIME_FOR_POINT)
{
// add a point
group.POINTS[local.t.lasttriggerteam]++
if(local.team == 0)
{
thread alliedpoint
}
else
{
thread axispoint
}
group.time_in_room[local.team] = 0.0
}
}
else
{
// reset counters for both teams
group.time_in_room[group.TEAM[allies]] = 0.0
group.time_in_room[group.TEAM[axis]] = 0.0
}
waitframe
}
end
dinnerroom_trigger:
// self is the trigger
self.lasttriggerteam = parm.other.dmteam
self.lasttriggertime = level.time
end
//-----------------------------------------------------------------------------
alliedpoint:
iprintlnbold "Allies occupy the winery and"
iprintlnbold " downed a jug of Vino"
setcvar "g_obj_alliedtext3" ("Allies: " + group.POINTS[allies])
huddraw_string 202 ("Allied: " + group.POINTS[allies])
$speaker playsound point_scored "levelwide"
wait 1
$speaker playsound dfr_victory_v01 "levelwide"
thread checkwinner
end
//-----------------------------------------------------------------------------
axispoint:
iprintlnbold "Axis score"
setcvar "g_obj_axistext1" ("Axis: " + group.POINTS[axis])
huddraw_string 204 ("Axis: " + group.POINTS[axis])
$speaker playsound point_scored "levelwide"
wait 1
$speaker playsound den_victory_v01 "levelwide"
thread checkwinner
end
//-----------------------------------------------------------------------------
checkwinner:
if(group.POINTS[allies] > group.POINTS[axis])
{
setcvar "g_obj_axistext3" ("is ALLIES")
}
else if(group.POINTS[axis] > group.POINTS[allies])
{
setcvar "g_obj_axistext3" ("is AXIS")
}
else
{
setcvar "g_obj_axistext3" ("it's a TIE")
}
end
//-----------------------------------------------------------------------------
scores:
while(1){
huddraw_virtualsize 200 1
huddraw_align 200 right top
huddraw_font 200 "verdana-12"
huddraw_rect 200 -100 50 200 14
huddraw_color 200 0 1 0
huddraw_alpha 200 1.0
huddraw_string 200 "King of the Hill"
huddraw_virtualsize 202 1
huddraw_align 202 right top
huddraw_font 202 "verdana-12"
huddraw_rect 202 -80 80 100 14
huddraw_color 202 0 1 1
huddraw_alpha 202 1.0
huddraw_string 202 ("Allies: " + group.POINTS[allies])
huddraw_virtualsize 203 1
huddraw_shader 203 ("textures/hud/allies")
huddraw_align 203 right top
huddraw_rect 203 -100 80 14 14
huddraw_alpha 203 1.0
huddraw_virtualsize 204 1
huddraw_align 204 right top
huddraw_font 204 "verdana-12"
huddraw_rect 204 -80 95 100 14
huddraw_color 204 1 0 0
huddraw_alpha 204 1.0
huddraw_string 204 ("Axis: " + group.POINTS[axis])
huddraw_virtualsize 205 1
huddraw_shader 205 ("textures/hud/axis")
huddraw_align 205 right top
huddraw_rect 205 -100 95 14 14
huddraw_alpha 205 1.0
wait 5
}
end
//-----------------------------------------------------------------------------
messages:
wait 20
iprintln "CAPTURE AND HOLD THE north/east WINERY!!"
wait 80
iprintln "CAPTURE AND HOLD THE north/east WINERY!!"
wait 140
iprintln "CAPTURE AND HOLD THE north/east WINERY!!"
wait 120
goto messages
end
There is your problem no end on the get_hill thread the dinnerroom thread calls the get_hill thread which runs back into the dinnerroom thread which starts the get_hill thread which runs into the dinnerroom thread which starts the get_hill thread which runs into the dinnerroom thread ....... it keeps doing that starting a new get_hill thread that runs into the dinnerroom thread (which has a while loop in it ) over and over again untill you crash//-----------------------------------------------------------------------------
get_hill:
spawn script_model "targetname" "green"
$green model "fx/corona_green_bright.tik"
$green.origin = (level.randomcoord[randomint(5)])
$green light 0 1 0 900
$green notsolid
local.t = spawn TriggerAll "targetname" "hill"
local.t.origin = ($green.origin)
local.t setsize ( 1 -1 -1 ) ( 550 385 250 )
local.t wait 0.1 //0.05 // trigger every frame
local.t.lasttriggertime = 0.0
local.t setthread dinnerroom_trigger
dinnerroom:
// defines
group.TEAM[allies] = 0
group.TEAM[axis] = 1
group.TIME_FOR_POINT = 15.0
group.time_in_room[group.TEAM[allies]] = 0.0
group.time_in_room[group.TEAM[axis]] = 0.0
group.POINTS[allies] = 0
group.POINTS[axis] = 0
thread get_hill
Code: Select all
// **********************************************************************
// king of hill mod
// script borrowed and changed by kkcahdcakcyt
// Original script from Viper/Ivan the Terrible/Jv_map
// **********************************************************************
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "King of the Hill"
setcvar "g_obj_alliedtext2" "=[CoH]="
setcvar "g_obj_alliedtext3" "Allies: 0"
setcvar "g_obj_axistext1" "Axis: 0"
setcvar "g_obj_axistext2" "winning team"
setcvar "g_obj_axistext3" "no score"
setcvar "g_scoreboardpic" "mohdm1"
level.randomcoord[0] = ( 950 30 270 )
level.randomcoord[1] = ( 237 -90 80 )
level.randomcoord[2] = ( 950 30 270 )
level.randomcoord[3] = ( 237 -90 80 )
level.randomcoord[4] = ( 950 30 270 )
level.randomcoord[5] = ( 237 -90 80 )
local.master = spawn ScriptMaster
local.master aliascache point_scored sound/items/RadioBomb.wav soundparms 2.0 0.0 1.0 0.0 10000 10000 item loaded maps "dm obj"
local.master aliascache final_countdown sound/items/final_countdown.wav soundparms 1.3 0.0 1.0 0.0 10000 10000 local loaded maps "dm moh obj "
level waitTill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/mohdm1.scr
exec global/ambient.scr mohdm1
thread dinnerroom
thread messages
thread scores
spawn script_models "model" "fx/dummy.tik" "targetname" "speaker"
$speaker.origin = ( 0 0 0)
$speaker notsolid
level waittill spawn
end
//-----------------------------------------------------------------------------
dinnerroom:
// defines
group.TEAM[allies] = 0
group.TEAM[axis] = 1
group.TIME_FOR_POINT = 15.0
group.time_in_room[group.TEAM[allies]] = 0.0
group.time_in_room[group.TEAM[axis]] = 0.0
group.POINTS[allies] = 0
group.POINTS[axis] = 0
spawn script_model "targetname" "green"
$green model "fx/corona_green_bright.tik"
$green.origin = (level.randomcoord[randomint(5)])
$green light 0 1 0 900
$green notsolid
local.t = spawn TriggerAll "targetname" "hill"
local.t.origin = ($green.origin)
local.t setsize ( 1 -1 -1 ) ( 550 385 250 )
local.t wait 0.1 //0.05 // trigger every frame
local.t.lasttriggertime = 0.0
local.t setthread dinnerroom_trigger
while(1)
{
// check if someone currently is in the trigger
// small time tolerance because trigger events sometimes get lost :/
if(level.time - local.t.lasttriggertime <= 0.2) //0.20
{
// add to this teams counter
local.team = group.TEAM[local.t.lasttriggerteam]
local.otherteam = !local.team
group.time_in_room[local.team]+= 0.05
// reset other team's counter
group.time_in_room[local.otherteam] = 0.0
if(group.time_in_room[local.team] >= group.TIME_FOR_POINT)
{
// add a point
group.POINTS[local.t.lasttriggerteam]++
if(local.team == 0)
{
thread alliedpoint
}
else
{
thread axispoint
}
group.time_in_room[local.team] = 0.0
}
}
else
{
// reset counters for both teams
group.time_in_room[group.TEAM[allies]] = 0.0
group.time_in_room[group.TEAM[axis]] = 0.0
}
waitframe
}
end
dinnerroom_trigger:
// self is the trigger
self.lasttriggerteam = parm.other.dmteam
self.lasttriggertime = level.time
end
//-----------------------------------------------------------------------------
alliedpoint:
iprintlnbold "Allies occupy the winery and"
iprintlnbold " downed a jug of Vino"
setcvar "g_obj_alliedtext3" ("Allies: " + group.POINTS[allies])
huddraw_string 202 ("Allied: " + group.POINTS[allies])
$speaker playsound point_scored "levelwide"
wait 1
$speaker playsound dfr_victory_v01 "levelwide"
thread checkwinner
end
//-----------------------------------------------------------------------------
axispoint:
iprintlnbold "Axis score"
setcvar "g_obj_axistext1" ("Axis: " + group.POINTS[axis])
huddraw_string 204 ("Axis: " + group.POINTS[axis])
$speaker playsound point_scored "levelwide"
wait 1
$speaker playsound den_victory_v01 "levelwide"
thread checkwinner
end
//-----------------------------------------------------------------------------
checkwinner:
if(group.POINTS[allies] > group.POINTS[axis])
{
setcvar "g_obj_axistext3" ("is ALLIES")
}
else if(group.POINTS[axis] > group.POINTS[allies])
{
setcvar "g_obj_axistext3" ("is AXIS")
}
else
{
setcvar "g_obj_axistext3" ("it's a TIE")
}
end
//-----------------------------------------------------------------------------
scores:
while(1){
huddraw_virtualsize 200 1
huddraw_align 200 right top
huddraw_font 200 "verdana-12"
huddraw_rect 200 -100 50 200 14
huddraw_color 200 0 1 0
huddraw_alpha 200 1.0
huddraw_string 200 "King of the Hill"
huddraw_virtualsize 202 1
huddraw_align 202 right top
huddraw_font 202 "verdana-12"
huddraw_rect 202 -80 80 100 14
huddraw_color 202 0 1 1
huddraw_alpha 202 1.0
huddraw_string 202 ("Allies: " + group.POINTS[allies])
huddraw_virtualsize 203 1
huddraw_shader 203 ("textures/hud/allies")
huddraw_align 203 right top
huddraw_rect 203 -100 80 14 14
huddraw_alpha 203 1.0
huddraw_virtualsize 204 1
huddraw_align 204 right top
huddraw_font 204 "verdana-12"
huddraw_rect 204 -80 95 100 14
huddraw_color 204 1 0 0
huddraw_alpha 204 1.0
huddraw_string 204 ("Axis: " + group.POINTS[axis])
huddraw_virtualsize 205 1
huddraw_shader 205 ("textures/hud/axis")
huddraw_align 205 right top
huddraw_rect 205 -100 95 14 14
huddraw_alpha 205 1.0
wait 5
}
end
//-----------------------------------------------------------------------------
messages:
wait 20
iprintln "CAPTURE AND HOLD THE north/east WINERY!!"
wait 80
iprintln "CAPTURE AND HOLD THE north/east WINERY!!"
wait 140
iprintln "CAPTURE AND HOLD THE north/east WINERY!!"
wait 120
goto messages
end