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.scr problem...

Posted: Sat May 26, 2007 12:29 am
by Ophisâ„¢
Weirdly enough, without warning my .scr doesnt work for my map. the console goes on about pretty much all my triggers saying along the lines off

Code: Select all

game (event: 'setthread', object: 'trigger'):script 'maps/dm/my.scr was not properly loaded
and then finishes by saying...

Code: Select all

ScriptMaster::GetSCript: Script 'map/dm/my.scr' was not properly loaded
any suggestions/ideas? Im gathering its the triggers.. and my guess is because maybe i copied and pasted some of them?

Posted: Sat May 26, 2007 1:22 am
by ViPER
post your script

Posted: Sat May 26, 2007 1:36 am
by Ophisâ„¢
hahahaha! after looking over and over my script i knew it was fine, and i pershumed it was the triggers.... ive found out what it is now, but heres my script anyways along with what i did to fix it.
// Ophidiophobic
// ARCHITECTURE: Ophis
// SCRIPTING: Ophis

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Ophidiophobic"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" "By"
setcvar "g_obj_axistext3" "Ophis"

setcvar "g_scoreboardpic" "none" // your score board picture

level waittill prespawn

exec global/DMprecache.scr

exec global/ambient.scr ophidiophobic // may want to make your own ambient sounds, read the tut

level.script = "maps/dm/ophidiophobic.scr" // remember to put in your map name

level waittill spawn

end

//-------C C T V-----------------------

activate_cam_1:
$cam_switch_cr1 nottriggerable
local.camname = "cam_cr1"
local.camera = $(local.camname)
if (level.cam1_removed)
{local.camera = spawn Camera targetname local.camname origin level.cam1_origin}
else
{level.cam1_origin=$cam_cr1.origin}
local.camera_trigger = spawn triggercamerause "targetname" "cam_trigger_1" target local.camera
local.camera_trigger.origin = ( 0 0 0 )
local.camera_trigger setsize ( -30 -30 -30 ) ( 30 30 30 )
local.camera_trigger nottriggerable
local.player = parm.other
local.camera_trigger doUse local.player
local.player physics_off
local.player stufftext "ui_hud 0"
local.camera lookat $cam_target_cr1
wait .5
while (local.player.useheld != 1)
{waitframe}
local.player stufftext "ui_hud 1"
local.player physics_on
$cam_cr1 delete
level.cam1_removed=1
local.camera_trigger delete
$cam_switch_cr1 triggerable
end

activate_cam_2:
$cam_switch_cr2 nottriggerable
local.camname = "cam_cr2"
local.camera = $(local.camname)
if (level.cam2_removed)
{local.camera = spawn Camera targetname local.camname origin level.cam2_origin}
else
{level.cam2_origin=$cam_cr2.origin}
local.camera_trigger = spawn triggercamerause "targetname" "cam_trigger_2" target local.camera
local.camera_trigger.origin = ( 0 0 0 )
local.camera_trigger setsize ( -30 -30 -30 ) ( 30 30 30 )
local.camera_trigger nottriggerable
local.player = parm.other
local.camera_trigger doUse local.player
local.player physics_off
local.player stufftext "ui_hud 0"
local.camera lookat $cam_target_cr2
wait .5
while (local.player.useheld != 1)
{waitframe}
local.player stufftext "ui_hud 1"
local.player physics_on
$cam_cr2 delete
level.cam2_removed=1
local.camera_trigger delete
$cam_switch_cr2 triggerable
end

activate_cam_3:
$cam_switch_cr3 nottriggerable
local.camname = "cam_cr3"
local.camera = $(local.camname)
if (level.cam3_removed)
{local.camera = spawn Camera targetname local.camname origin level.cam3_origin}
else
{level.cam3_origin=$cam_cr3.origin}
local.camera_trigger = spawn triggercamerause "targetname" "cam_trigger_3" target local.camera
local.camera_trigger.origin = ( 0 0 0 )
local.camera_trigger setsize ( -30 -30 -30 ) ( 30 30 30 )
local.camera_trigger nottriggerable
local.player = parm.other
local.camera_trigger doUse local.player
local.player physics_off
local.player stufftext "ui_hud 0"
local.camera lookat $cam_target_cr3
wait .5
while (local.player.useheld != 1)
{waitframe}
local.player stufftext "ui_hud 1"
local.player physics_on
$cam_cr3 delete
level.cam3_removed=1
local.camera_trigger delete
$cam_switch_cr3 triggerable
end

activate_cam_4:
$cam_switch_cr4 nottriggerable
local.camname = "cam_cr4"
local.camera = $(local.camname)
if (level.cam4_removed)
{local.camera = spawn Camera targetname local.camname origin level.cam4_origin}
else
{level.cam4_origin=$cam_cr4.origin}
local.camera_trigger = spawn triggercamerause "targetname" "cam_trigger_4" target local.camera
local.camera_trigger.origin = ( 0 0 0 )
local.camera_trigger setsize ( -30 -30 -30 ) ( 30 30 30 )
local.camera_trigger nottriggerable
local.player = parm.other
local.camera_trigger doUse local.player
local.player physics_off
local.player stufftext "ui_hud 0"
local.camera lookat $cam_target_cr4
wait .5
while (local.player.useheld != 1)
{waitframe}
local.player stufftext "ui_hud 1"
local.player physics_on
$cam_cr4 delete
level.cam4_removed=1
local.camera_trigger delete
$cam_switch_cr4 triggerable
end
//-------T A K E-----W E A P O N S--------

take_weaps:
local.player = parm.other
local.player takeall
local.player iprintlnbold_noloc "THIS IS A TEST! CAN YOU SEE THIS?"
iprintlnbold_noloc "A Player Has Been Captured!"

end

//---------G I V E-----W E A P O N S-----------

give_weaps:
local.player = parm.other
if (local.player.dmteam == "axis")
{
local.player give weapons/p38.tik
}
if (local.player.dmteam == "allies")
{
local.player give weapons/colt45.tik
}
end

//--------------------------------
The things in red were not present. The "//" i missed out used to be there, i must have got rid of it and not noticed, the "end" is their because my player also couldnt move without it.