Page 1 of 2

MG42 gunner not spawned.

Posted: Sat Jan 11, 2003 10:51 pm
by Colli
I know this topic already exsist, but hasn't helped me.

I followed the tuturial "MG42 gunner and spotter", but no gunner appears...
Below are some specifics:

MG42:
$spawn = 3
$targetname = mg42a
MaxYawOffset = 60
Rest is normal...

Info_Pathnode were the gunner stands:
$targetname = mg42a_gunner_path
Rest is normal...

Info_Pathnode for the gunner to spawn:
$targetname = mg42a_spawner_gunner

I completely copied and pasted the script like the tutorial (changed the scriptfile name ofcourse).

So i have no idea what i did wrong?

Re: MG42 gunner not spawned.

Posted: Sun Jan 12, 2003 12:51 am
by Angex
Colli wrote:I changed the scriptfile name ofcourse.
Does your filename include the word "test_", or is it placed in the DM/TDM/OBJ/ETC folder, if not make sure you have setup the TIKI files correctly for the german model you want to use as your gunner. There's a tutorial for it here somewhere.

Posted: Sun Jan 12, 2003 7:44 am
by jv_map
Do you have this line in your script:
$mg42a thread global/mg42_active.scr::mg42 <number>

?

Posted: Sun Jan 12, 2003 12:47 pm
by Colli
The mapname is "test_eben.map"
The sciptname is ofcourse "test_eben.scr"

Here is what is in my scriptfile so far:
************************************
exec global/loadout.scr maps/test_eben.scr
exec global/ai.scr

level waittill prespawn

level waittill spawn

$mg42 thread global/mg42_active.scr::mg42
$player item weapons/m1_garand.tik

end
**************************************
Also, i do believe that there is a little error in the tutorial...

In the part where you create the gun and info_paths, it says that the spawner paths targetname should be "mg42_spawner_gunner".

When you check the part "multiple guns", it says the targetname should be "mg42_spawner_path"???

Please check and/or correct this, thanks!

Posted: Sun Jan 12, 2003 1:56 pm
by jv_map
main:
//exec global/loadout.scr maps/test_eben.scr
//exec global/ai.scr


level waittill prespawn

level waittill spawn

$mg42a thread global/mg42_active.scr::mg42
$player item weapons/m1_garand.tik

end

The tutorial has been there for ages and I remember it has some flaws, but I wasn't yet in the staff when I noticed them :wink: .

I'll check the tut and see what has to be changed.

Posted: Sun Jan 12, 2003 2:03 pm
by Colli
Yep JV, there it was... The little bugger :D

I changed the script, but it didn't work first, so i checked the console for errors...

Apparently the spawn point was too far away from the gun so they could find it.
Never realised that they won't get spawned then...

BTW, if i add more guns (mg42b, mg42c,...) do i have to include that line again in the script? Like:

$mg42b thread global/mg42_active.scr::mg42
$mg42c thread global/mg42_active.scr::mg42

Posted: Sun Jan 12, 2003 2:05 pm
by jv_map
Yes that's right 8) .

If you want you can also set a max range.

$mg42b thread global/mg42_active.scr::mg42 1000

won't aim at targets more than 1000 units away.

Posted: Sun Jan 12, 2003 5:23 pm
by Colli
Another problem came up :(

Another gun is added. It doesn't need an actor to be spawned, so i just added an actor.
I setted his target to the gun (by now mg42c).

He grabs the gun, no problem, but he doesn't fire at all...
Even if i stand right in front of him, nothing...

Could it be that the wall, on which the gun is mounted, is too high?
It is 64 units high...

Posted: Mon Jan 13, 2003 7:53 pm
by Colli
Anyone???

It's probably something stupid that i forgot, but i can almost poke this gunner in his nose and he doesn't react...

If more details are needed, let me know!

Posted: Mon Jan 13, 2003 8:00 pm
by jv_map
What script are you using?

Posted: Mon Jan 13, 2003 8:10 pm
by Colli
jv_map, here is what i got so far in my script:

****************************************
exec global/loadout.scr maps/test_eben.scr
exec global/ai.scr

main:
level waittill prespawn

level waittill spawn

$mg42a thread global/mg42_active.scr::mg42
$mg42b thread global/mg42_active.scr::mg42
$mg42c thread global/mg42_active/scr::mg42
$player item weapons/kar98sniper.tik
$player ammo rifle 100

end
***************************************

Machinegun proporties:
$tagetname = mg42c
MaxYawOffset = 60

Actor proporties:
$targetname = mg42c_gunner
target = mg42c
turret = mg42c
type_attack = turret
type_idle = machinegunner

The rest is kept standard...

As far as i can see, the gunner is indeed linked with the gun (orange arrow pointed from gunner to gun).
So i really don't know what's missing. :?

Posted: Tue Jan 14, 2003 1:41 am
by mohaa_rox
My mgunner too doesn't shoot. The spotter doesn't spot.

Posted: Tue Jan 14, 2003 9:25 pm
by Colli
Well, the spawned gunner with spotter works in my map, with the help from jv_map...

Image

Both guns have gunners and spotters.
If you don't have "fakebullets" or play in dog mode, they will kill you within seconds...

Image

Aiming, aiming, steady...

Image

Left is the spotter, staring at me...
They get spawned once after i shoot them, no problem...

Too bad the spotter doesn't grab the gun if i kill the gunner :(


Here is the gunner (normal AI actor) that doesn't shoot:

Image

Don't worry, it is supposed to be that gray ;)
No textures filled in yet....[/img]

Posted: Wed Jan 15, 2003 8:08 am
by mohaa_rox
Colli wrote:Machinegun proporties:
$tagetname = mg42c
MaxYawOffset = 60

Actor proporties:
$targetname = mg42c_gunner
target = mg42c
turret = mg42c
type_attack = turret
type_idle = machinegunner
Is the "proporties" supposed to be spelt like that?

Posted: Wed Jan 15, 2003 3:47 pm
by jv_map
Hmm yah make sure you typed 'targetname' in the editor instead of 'tagetname'.