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SOLID problem with script_object :(
Posted: Sat Feb 01, 2003 5:06 pm
by Rookie One.pl
Posted: Sat Feb 01, 2003 5:33 pm
by jv_map
Use a script_model for your tank.
OK...
Posted: Sat Feb 01, 2003 5:45 pm
by Rookie One.pl
OK, I'll try it, but if it won't work, I'll get you
Rookie One
P.S. jv_map, on your site there are links to some maps that have bot support. I went to Small Sumo's map download page, but there's not even a word about bots! Does 'A Bridge Too Far' really have bots support (the same question for OpCenter

)?
One thing
Posted: Sat Feb 01, 2003 5:53 pm
by Rookie One.pl
Wait! One more question on script_object: if I'll check the NON-SOLID box, will it be not solid? And if it will, will it affect only the script_object brush, or the tank model too (it's VERY important for me!)? And, are you sure that exploder.scr and obj_dm.scr will work with script_model?
Rookie One
:)
Posted: Sat Feb 01, 2003 6:01 pm
by Rookie One.pl
The NOT-SOLID box that I wrote about is in the entity dialog box, if someone don't know 8)
Re: OK...
Posted: Sat Feb 01, 2003 6:59 pm
by jv_map
Rookie One wrote:P.S. jv_map, on your site there are links to some maps that have bot support. I went to Small Sumo's map download page, but there's not even a word about bots! Does 'A Bridge Too Far' really have bots support (the same question for OpCenter

)?
The bot support for these map isn't yet completed but will be quite soon frankly 8) .
Arrrgh!!!
Posted: Sat Feb 01, 2003 8:17 pm
by Rookie One.pl
There's the same situation with script_model, jv_map... What can I do now? All those script_shit entities are ******!!! Well... Maybe I'll get better solution from you describing my problem more detailed.
I'm working on a map called The Warehouse and I want to put destroying a King Tiger tank as an objective for Axis and defending it for Allies (they stole it). I have the bomb with following parameters (the entity window; key/value):
Code: Select all
#campset/1
$targetname/bomb
$triggername/bomb_trigger
angle/doesn't matter
origin/the same
classname/script_model
model/items/pulse_explosive.tik
target/exploder
testanim/idle
And a trigger_use:
Code: Select all
classname/trigger_use
targetname/bomb_trigger
The script is:
Code: Select all
// The Warehouse
// ARCHITECTURE/SCRIPTING: Rookie One
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Protect the stolen"
setcvar "g_obj_alliedtext2" "King Tiger tank"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Destroy the stolen"
setcvar "g_obj_axistext2" "King Tiger tank"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "whouse"
exec global/exploder.scr
level waitTill prespawn
$bomb.trigger_name = $bomb_trigger // Trigger name that is used for the bomb
$bomb.target.target = $exploder // Objective (target)
$bomb.target.destroyed_model = "models/vehicle/kingtank_all_d.tik" // Destroyed model of target
$bomb.explosion_fx = "models/emitters/explosion_tank.tik" // Explosion FX
$bomb.explosion_sound = "sound/weapons/explo/explo_metalmed1.wav" // Explosion sound
$bomb.exploder_set = 1 // Exploder set to blow up
$bomb thread global/obj_dm.scr::bomb_thinker
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/obj/whouseobj.scr
exec global/ambient.scr warehouse
level waittill spawn
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = allies // set to axis, allies, kills, or draw
level.defusing_team = "allies"
level.planting_team = "axis"
level.bomb_damage = 200
level.bomb_explosion_radius = 1024
// level waittill roundstart
while($bomb.exploded != 1)
wait 1
// $exploder remove
teamwin axis
end
What can I do to make it work (and make the tank the way just like it was, I mean, without any invisible boxes around it)? Does command 'remove' (in map script) affect only script_object/script_model etc.?
Please, help me, I'm losing my mind!!!
Rookie One
Posted: Sat Feb 01, 2003 8:29 pm
by jv_map
$bomb.target.target = $exploder // Objective (target)
This line might be troublesome.
To make your tank non-solid, assign a targetname and add the following line to your script below level waittill spawn. Assuming the targetname is 'tank':
$tank notsolid
Posted: Sun Feb 02, 2003 4:43 am
by mohaa_rox
Did you follow the SP tut instead? I'm sorry to say that it only works for SP, not MP. For MP read the multiplayer tut there.
SP??? Are you cracy?
Posted: Sun Feb 02, 2003 4:05 pm
by Rookie One.pl
No! I copied the script from Wombat's 'Setting Objectives' tutorial and the bomb and the trigger from jv_map's mp_ai_beta (forgive me jv_map

), because I didn't know how to set it (I couldn't understand Wombat's tutorial

)

And I've got a question about game's behaviour - $exploder notsolid - will it work (the tank has targetname/exploder)? And will it make not solid only the script_object's brush, or the brush
and the model?
Rookie One
F***!
Posted: Sun Feb 02, 2003 5:15 pm
by Rookie One.pl
Bull****!!! It's not working!!! I'll try to work-around it now...
!!!
Posted: Sun Feb 02, 2003 5:57 pm
by Rookie One.pl
I have an idea!

I'll try one thing, maybe this will work... I hope!
???
Posted: Sun Feb 02, 2003 6:58 pm
by Rookie One.pl
What's going on? Is jv_map only on this forum? Does anybody have this problem?
Posted: Mon Feb 03, 2003 3:00 am
by mohaa_rox
Why not send it to me. I'll take a look.....