Page 1 of 1

bomb script issue

Posted: Fri Jun 27, 2003 11:46 am
by bodybagger
I have a set up a bomb for the axis to set in the same way as i always do it. I have checked every setting e.g key/value..and they are all correct.
now when i got to set the bomb nothing happens, but i get a message in the console which says
INFO:[jv_obj_dm::bombset]:Bomb being set by player
But i don't get anything happening, no timer nothing!!!
I am using jv's obj_dm scr coz i want a bomb per team and i also have level.roundstart = 1
please help
thanks
Craig

Posted: Fri Jun 27, 2003 1:28 pm
by jv_map
Maybe this helps /forum/viewtopic.php?t=3650

Posted: Sat Jun 28, 2003 12:05 pm
by bodybagger
no!!
I don't know what the hell is wrong with it

test

Posted: Sat Jun 28, 2003 12:17 pm
by tltrude
Just as a test, try the old jvbot0 pk3.

Posted: Sat Jun 28, 2003 12:22 pm
by bodybagger
ok here's my script file

Code: Select all

main:

	setcvar "g_obj_alliedtext1" "" 
	setcvar "g_obj_alliedtext2" ""
	setcvar "g_obj_alliedtext3" ""

	setcvar "g_obj_axistext1" ""
	setcvar "g_obj_axistext2" ""
	setcvar "g_obj_axistext3" ""

	setcvar "g_scoreboardpic" "none"
	
	level.script="maps/obj/obj_123.scr"
	exec global/DMprecache.scr
	exec global/ambient.scr m6l3lakeside
	thread global/exploder.scr::main

///////////////////////////
///  Game paramiters    ///
//////////////////////////
	level.dmrespawning = 0 //set 1 for repawning or 0 for no respawing
	level.clockside = kills //set allied, axis, draw or kills
	level.dmroundlimit = 10 //round time limit
	level.bomb_damage = 200
	level.bomb_explosion_radius = 640
	
	level waittill spawn
	
	$world farplane 5500
	$world farplane_color (0.6 0.51 0.45)
	$world farplane_cull 0

	$truck_bomb thread global/jv_obj_dm.scr::bomb_thinker

	
///////////////////////
///   Roundstart    ///
///////////////////////
level.roundstart = 1
//	while !(level.roundstart)
//		wait 0.1
/////////////////////////////
//  Controlling Threads   ///
/////////////////////////////		
	thread axis_win $truck_bomb

end
/*
///////////////////////
//  Allied Win       //
///////////////////////
allied_win:
	while($allied_bomb.exploded != 1)
		wait .1
	iprintlnbold_noloc "The Allies have destroyed something!"
	
	teamwin allies
	
end*/
//////////////////////
//  Axis Win        //
/////////////////////
axis_win:
	while($truck_bomb.exploded != 1)
		wait .1
	iprintlnbold_noloc "The Axis have destroyed the Truck!"
	
	teamwin axis
	
end
and here is how the bomb and tigger is setup

The Trigger:
classname trigger_use
$targetname truck_trigger

The Bomb:
#exploder_set 1
$plantteam axis
$targetname truck_bomb
$trigger_name truck_trigger
angle 180
classname item_explosive-pulsating
model items/pulse_explosive.tik
testanim idle

The console doesn't report any errors
i just get this line:
INFO[jv_obj_dm::bomb_set]: Bomb being planted by player
then nothing happens

Testing

Posted: Sat Jun 28, 2003 12:26 pm
by tltrude
I don't think you can test it alone without turning off level.roundstart.

Posted: Sat Jun 28, 2003 12:46 pm
by jv_map
Here use this script instead and look for the --> message.
http://home.student.utwente.nl/a.b.vrij ... _debug.scr

Posted: Sat Jun 28, 2003 12:55 pm
by bodybagger
ok I found the problem,
Thanks for your help again guys
I had a script_model set as the exploder and a script_model set as the explodersmashed. Now i deleted these and replaced them with script_objects and it works now.
So why can't i use script_models but i can use script_objects :?: :shock:

Tom, i have level.roundstart = 1 which lets you test alone :wink:

Posted: Sat Jun 28, 2003 12:58 pm
by jv_map
Hehehe any exploder thing with a script_model but no model will kill anything.

(Tom knows about it ;))

Posted: Sat Jun 28, 2003 12:59 pm
by bodybagger
Yeah but i put the model blahblah.tik in :?: