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My crapppy script

Posted: Tue May 06, 2003 5:06 am
by small_sumo
Here it is, my bomb for the bridge is called bomb and its set number is 1. The second bomb is at the house and actually works its called bomb2 and its set number is 2. I set them up just like the manual says, I even used the picture (my bridge even). Well maybe it would work but my exploder isnt solid so I fall through the bridge.

A second problem is the trucks wait for the first round but each round after they just do the bolt?

My script.

main:
// don't put any code above this line, it will get up after a server restart!
level waittill prespawn
exec global/exploder.scr
exec global/bomber.scr
exec global/weather.scr
$allied_truck thread truck_off
$allied_truck2 thread truck_off

exec global/DMprecache.scr

level waittill spawn

thread scientistidle
$good_soldier thread salute

//exec global/cardgame.scr

level.planes = 0
thread flyby
level.debug_light = 0
level.jvbot_respawning = 1 // uhm, better just leave at 1 for the beta
level.alliesbots = 1 // max number of bots
level.axisbots = 1
level.dmrespawning = 1 // respawn players, necessary!
level.dmroundlimit = 8
level.clockside = "axis" // axis win when timelimit is hit

level.defusing_team = "axis"
level.planting_team = "allies" // can be set per individual bomb as well by using the $plantteam key

level.targets_to_destroy = 2

level.bomb_damage = 200
level.bomb_explosion_radius = 256

$bomb thread global/jv_obj_dm.scr::bomb_thinker
$bomb2 thread global/jv_obj_dm.scr::bomb_thinker

level.jvbot_weapon_priority["springfield '03 sniper"] = 80
level.jvbot_weapon_priority["mauser kar 98d sniper"] = 80

waitthread global/jv_bots/jv_mp_ai.scr::enable 0 0 0 0 // enables bots

while !(level.roundstart)
wait 0.5

//while($bomb.exploded != 1)
// wait 0.5

//teamwin allies
end

allies_win_bomb:

while(level.targets_destroyed < level.targets_to_destroy)
waitframe

teamwin allies
end

flyby:
//***random flyby of plane
while(1)
{
wait 1.0
level.planes++
thread global/bomber.scr::bomb 4
thread global/bomber.scr::bomb 5
wait 10
thread global/bomber.scr::bomb 6
thread global/bomber.scr::bomb 7
wait (randomint(20) + 20)
}
end

truck_off:
{
self.collisionent = self.target
self.collisionent hide
}

$allied_truck2 anim idlenolights

wait 1
wait 20
$allied_truck drive $allied_truck_path 260 100 40 128
wait 1
wait 5
$allied_truck2 drive $allied_truck_path2 260 100 40 128




end

Posted: Tue May 06, 2003 6:24 am
by jv_map
$allied_truck thread truck_off
$allied_truck2 thread truck_off

These lines should be below level waittill spawn (preferrably put all lines below waittill spawn for mp maps).

solid

Posted: Tue May 06, 2003 7:00 am
by tltrude
I have had trouble with non-solid exploders too. Put "$exploder solid" after "level waittill prespawn" and it should fix it.

Posted: Tue May 06, 2003 8:12 am
by small_sumo
Corr

Image
Image

Thanks fellas it works well now, just have to sort out the victory thing, its not working but I'm sure I can fix it.

Posted: Tue May 06, 2003 10:12 am
by jv_map
Hehehe I love that flying car 8)

Also your new bridge looks awesome.

Posted: Tue May 06, 2003 12:21 pm
by small_sumo
Flying cars are my specialty hehe. So now my script looks like this but I only get victory from blowing the bridge, wich is bomb #set 1 but nothing happens when I blow the second one bomb2 #set 2.



main:
// don't put any code above this line, it will get up after a server restart!
level waittill prespawn
exec global/exploder.scr
exec global/bomber.scr
exec global/weather.scr
$exploder solid

exec global/DMprecache.scr

level waittill spawn

$allied_truck thread truck_off
$allied_truck2 thread truck_off

thread scientistidle
$good_soldier thread salute

//exec global/cardgame.scr

level.planes = 0
thread flyby
level.debug_light = 0
level.jvbot_respawning = 1 // uhm, better just leave at 1 for the beta
level.alliesbots = 1 // max number of bots
level.axisbots = 1
level.dmrespawning = 1 // respawn players, necessary!
level.dmroundlimit = 8
level.clockside = "axis" // axis win when timelimit is hit

level.defusing_team = "axis"
level.planting_team = "allies" // can be set per individual bomb as well by using the $plantteam key

level.bomb_damage = 128
level.bomb_explosion_radius = 128

$bomb thread global/jv_obj_dm.scr::bomb_thinker
$bomb2 thread global/jv_obj_dm.scr::bomb_thinker


level.jvbot_weapon_priority["springfield '03 sniper"] = 80
level.jvbot_weapon_priority["mauser kar 98d sniper"] = 80

waitthread global/jv_bots/jv_mp_ai.scr::enable 0 0 0 0 // enables bots

while !(level.roundstart)
wait 0.5

while($bomb.exploded != 1)
wait 0.5

teamwin allies
end

Posted: Tue May 06, 2003 1:15 pm
by jv_map
Add this:

while($bomb2.exploded != 1)
wait 0.5

Just above teamwin allies.

Posted: Wed May 07, 2003 3:53 am
by small_sumo
Thanks mate that works great.

Posted: Wed May 07, 2003 7:01 am
by small_sumo
Sorry I spoke too soon. If I load the second bomb forst "bomb2" it goes off and gives me victory even though the bridge hasnt been blasted.
Good news is I used ubersound workaround to get lovely rain sound in my level. It's coming along great.

Bye

Posted: Wed May 07, 2003 1:52 pm
by jv_map
Your script should look like this:

Code: Select all

  while !(level.roundstart) 
    wait 0.5 
 
  while($bomb.exploded != 1) 
    wait 0.5 

  while($bomb2.exploded != 1) 
    wait 0.5 

  teamwin allies 
end
You won't win until both bombs have exploded :?.

Posted: Wed May 07, 2003 3:02 pm
by small_sumo
Ooooooooh ok I had to add that in addition to what was there, I replaced bomb with bomb2. Maaaan I'm dangerous to a script.
Ok so now I am very close to finnishing this thing, seeing its a bot map do you want to do a co-release of it or somthing? Also would like for you to do a finnal look over of it make sure its truly bug free. As it is when i release it I will be calling it a new map by "small_sumo and jv_map" and expect the same with hanger, blitz, dammit, hood and so-on. All infested with bots. Well like you say its easy fixed with a console command or they can just add that one line to the script for it to work like a regular map.
Seeing it has your name on it is there anything else you would like to see on it? Oh and I know you hate the dogs but I added a few, theyre just too much fun, It's kinda your fault anyway cos with the ubersound workaround I added all theyre sounds, barking whining patter of theyre feet, groweling ...... hehe awesome. Also I got ai playing cards saluting and scientists working.
It's all happening mate.

;)

Posted: Wed May 07, 2003 3:24 pm
by jv_map
Ok cool 8)

Bear in mind dogs can cause multiplayer servers to crash if they die (only Spearhead I think).

I'll send you a try-out version of bots v1.1 very soon ;)

Oh and make sure you write your name in a much bigger and bolder font than mine, since it really is your map.

Posted: Wed May 07, 2003 11:10 pm
by E.Rommel
When can we expect the map Sumo?

Posted: Thu May 08, 2003 1:04 am
by small_sumo
Ok jv you will see it in the mail soon. Once I send it I will do no work on it till you send it back. Dont worrie you'll be in the fine print, but not sure what to do about that pic of you with your jocks on the outside???

And guys this map wont be long now at all.

I hope someone here will do a review here for us :)

hmmm spearhead! Spearhead can (*&*%*#$^ ^&$#%^#......
Though I did put the doggy fix in the pk3, I guess I will have to point spearhead server guys to the other dog fix pk3, or do a special package for em with the 2 different folders. I got spearhead (poohead) here I can do some testing for us.

Thanks jv your the greatest. ....... everyone at .map is :)