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Issues with ladder script

Posted: Sun May 03, 2009 3:45 am
by sdlall
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.

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} 
end
Now here is mine. Can not figure out where the flaw in it is. I am guessing in the setsize or angles.

Code: 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

Posted: Sun May 03, 2009 5:01 am
by sdlall
Bah, just found sorrids ladder script looks much easier.