Several script questions
Posted: Thu Jan 30, 2003 3:34 pm
Hi guys.....been busy with my MP obj map and it's almost completed. I was trying to learn about the scripting part by looking over different scripts and i have a few questions i hope someone can shed some light on for me.
1. What is the purpose/importance of exec global/exploder.scr i have seen this placed in a few obj maps, but not all that i looked at. Is this used in conjunction with something?
2. exec global/ambient.scr? i am assuming this is for sound?
3. level.clockside? i assume this tells who is the defender of the bomb. I get Axis and Allies, but what do setting it to kills or draw do?
4. When setting script for explosions i noticed the following script
bomb1_exploded local.bomb1:
while (local.bomb1.exploded != 1)
wait .1
iprintlnbold_noloc "That's the Flak88 Destroyed"
//$spawn_axis2 disablespawn
//$spawn_axis3 enablespawn
The question i have is that i noticed that wait .1 was replaced with waitframe in some scripts i looked at. Are they the same? better to use one vs. the other?
Also the //$spawn_axis2 disablespawn
//$spawn_axis3 enablespawn
I noticed that when creators placed a second bomb the second script was changed to //$spawn_axis2 disablespawn
//$spawn_axis4 enablespawn
What are these lines for? What do they mean? And why the change in number from 3 on the first to 4 on the second?
5. Last i thought about using a flyby in my MP obj map. I have seen this done in MP no respawn maps like V2 rocket using the following scripts:
exec global/bomber.scr
//thread flyby
and
flyby:
//***random flyby of plane
wait 1.0
thread global/bomber.scr::bomb 4
thread global/bomber.scr::bomb 5
thread global/bomber.scr::bomb 6
thread global/bomber.scr::bomb 7
wait (randomint(180) + 60)
goto flyby
Can these same scripts be used if it is a respawn obj map like OMAHA BEACH.
Sorry for all the questions. Just don't know where else to turn.
Thx in advance.
1. What is the purpose/importance of exec global/exploder.scr i have seen this placed in a few obj maps, but not all that i looked at. Is this used in conjunction with something?
2. exec global/ambient.scr? i am assuming this is for sound?
3. level.clockside? i assume this tells who is the defender of the bomb. I get Axis and Allies, but what do setting it to kills or draw do?
4. When setting script for explosions i noticed the following script
bomb1_exploded local.bomb1:
while (local.bomb1.exploded != 1)
wait .1
iprintlnbold_noloc "That's the Flak88 Destroyed"
//$spawn_axis2 disablespawn
//$spawn_axis3 enablespawn
The question i have is that i noticed that wait .1 was replaced with waitframe in some scripts i looked at. Are they the same? better to use one vs. the other?
Also the //$spawn_axis2 disablespawn
//$spawn_axis3 enablespawn
I noticed that when creators placed a second bomb the second script was changed to //$spawn_axis2 disablespawn
//$spawn_axis4 enablespawn
What are these lines for? What do they mean? And why the change in number from 3 on the first to 4 on the second?
5. Last i thought about using a flyby in my MP obj map. I have seen this done in MP no respawn maps like V2 rocket using the following scripts:
exec global/bomber.scr
//thread flyby
and
flyby:
//***random flyby of plane
wait 1.0
thread global/bomber.scr::bomb 4
thread global/bomber.scr::bomb 5
thread global/bomber.scr::bomb 6
thread global/bomber.scr::bomb 7
wait (randomint(180) + 60)
goto flyby
Can these same scripts be used if it is a respawn obj map like OMAHA BEACH.
Sorry for all the questions. Just don't know where else to turn.
Thx in advance.