Issues with ladder script
Posted: Sun May 03, 2009 3:45 am
I am using lamrons ladder scripit off of algiers where he has 2 ladders. One facing north and one facing south.
this is his scripit for the one facing south which is the way that i am putting in a ladder on Diverting the Enemy map.
Note: I know the nazibanner in scripts below should be hide but using show for right now to see the setup in them.
Now here is mine. Can not figure out where the flaw in it is. I am guessing in the setsize or angles.
this is his scripit for the one facing south which is the way that i am putting in a ladder on Diverting the Enemy map.
Note: I know the nazibanner in scripts below should be hide but using show for right now to see the setup in them.
Code: Select all
//*********************************************************************************
ladder2:
spawn script_object "targetname" "ladderbrush2" "origin" "( -55 1879 27)"
$ladderbrush2.model = "static/static_nazibanner2.tik"
$ladderbrush2 show
$ladderbrush2.angles = ( 0 7 0 )
$ladderbrush2 setsize ( -8 0 0) ( 0 32 101 )
$ladderbrush2 solid
spawn script_object "targetname" "tl2" "classname" "func_ladder" "origin" "( -55 1879 27)" "angle" "180" "model" "*ladderbrush2"
$tl2 setsize ( -8 0 0) ( 0 32 101 )
local.side = spawn func_beam origin ( -55 1864 -38 ) endpoint ( -55 1864 128 ) targetname "ladder1"
local.side = spawn func_beam origin ( -55 1896 -23 ) endpoint ( -55 1896 128 ) targetname "ladder1"
for(local.r= -23;local.r< 128;local.r += 16)
{local.rung = spawn func_beam origin ( -55 1864 local.r ) endpoint ( -55 1896 local.r ) targetname "rung1"}
$ladder1 maxoffset 0
$ladder1 tileshader "textures/barrel/blackbarrel"
$ladder1 scale 2
$ladder1 doactivate
$rung1 maxoffset 0
$rung1 tileshader "textures/barrel/blackbarrel"
$rung1 scale 1
$rung1 doactivate
while(1)
{for(local.p=1;local.p<=$player.size;local.p++)
{if($player[local.p] isTouching $ladderbrush2 && $player[local.p].origin[2] != $player[local.p].ladder)
{$player[local.p].ladder = $player[local.p].origin[2]
$player[local.p] playsound snd_step_metal1}}
wait .5}
endCode: Select all
//*********************************************************************************
ladder:
spawn script_object "targetname" "ladderbrush1" "origin" "( -4730 1387 98 )"
$ladderbrush1.model = "static/static_nazibanner2.tik"
$ladderbrush1 show
$ladderbrush1.angles = ( 0 7 0 )
$ladderbrush1 setsize ( -8 0 0) ( 0 32 194 )
$ladderbrush1 solid
spawn script_object "targetname" "tl1" "classname" "func_ladder" "origin" "( -4730 1387 98 )" "angle" "180" "model" "*ladderbrush1"
$tl1 setsize ( -8 0 0) ( 0 32 194 )
local.side = spawn func_beam origin ( -4730 1372 48 ) endpoint ( -4730 1372 292 ) targetname "ladder1"
local.side = spawn func_beam origin ( -4730 1404 48 ) endpoint ( -4730 1404 292 ) targetname "ladder1"
for(local.r= 48;local.r< 292;local.r += 16)
{local.rung = spawn func_beam origin ( -4730 1372 local.r ) endpoint ( -4730 1404 local.r ) targetname "rung1"}
$ladder1 maxoffset 0
$ladder1 tileshader "textures/barrel/blackbarrel"
$ladder1 scale 2
$ladder1 doactivate
$rung1 maxoffset 0
$rung1 tileshader "textures/barrel/blackbarrel"
$rung1 scale 1
$rung1 doactivate
while(1)
{for(local.p=1;local.p<=$player.size;local.p++)
{if($player[local.p] isTouching $ladderbrush1 && $player[local.p].origin[2] != $player[local.p].ladder)
{$player[local.p].ladder = $player[local.p].origin[2]
$player[local.p] playsound snd_step_metal1}}
wait .5}
end