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Bad bomb prob.
Posted: Sat Aug 16, 2003 9:47 pm
by Cool-Cat
Hey,
I've read through so many posts now looking to see if this is covered already and as far as I see it's not (please forgive me if it is).
I've made a map (not bad too) and I've got a 15cm cannon in it. The prob surprisingly enough is actually nothing to do with blowing it up (as it blows up just fine), no it is indeed quite the opposite in fact. I can't make my bomb de-fusable please please can anyone help me.
Steve
Posted: Sat Aug 16, 2003 10:30 pm
by Alcoholic
Is this for mp? All you have to do is make the bomb thread global/obj_dm.scr::bomb_thinker
Posted: Sat Aug 16, 2003 11:17 pm
by Bjarne BZR
Welcome to .MAP Cool-Cat
1) See
here, is this about what you have done so far?
2) Post your script so we can see what is wrong with it.
Posted: Sun Aug 17, 2003 2:05 am
by Alcoholic
Darn forgot the welcome...

Posted: Sun Aug 17, 2003 11:48 am
by Cool-Cat

hey guys/gals ty for trying to help me.
ok the tutorial site you linked to is the site i used to make bomb.
here is my script :-
main:
setcvar "g_obj_alliedtext1" "Plant Bomb to "
setcvar "g_obj_alliedtext2" "Destroy the "
setcvar "g_obj_alliedtext3" "15cm Cannon"
setcvar "g_obj_axistext1" "Defend Cannon "
setcvar "g_obj_axistext2" "Bomb cannot"
setcvar "g_obj_axistext3" "be de-fused"
setcvar "g_scoreboardpic" "none"
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/obj/the_maze.scr
exec global/ambient.scr the_maze
// Initialize the exploder subsystem
thread global/exploder.scr::main
level waittill spawn
// Axis like the bombs unplanted
level.defusing_team = "axis
// Allies will try to plant the bombs
level.planting_team = "allies"
// Number of targets in this map
level.targets_to_destroy = 1
// Default damage of the bomb
level.bomb_damage = 200
// Default radius of bomb blast
level.bomb_explosion_radius = 2048
// Set the parameters for round based match
level.dmrespawning = 0 // 1 or 0 (0=no respawn)
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // axis, allies, kills, or draw
// Comment out this line to be able to set the bomb
// when alone on the map ( just for testing )
// level waittill roundstart
$panel_bomb thread global/obj_dm.scr::bomb_thinker
// "panel_bomb" is the targetname of a bomb in Radiant
thread allies_win_bom
// Start the win check thread for allies
// Start the win check thread for axis
$panel_bomb thread axis_win_timer
thread foldladder_prep
end // end of main
//------------------------------------------
// Fold Ladder
//------------------------------------------
foldladder_prep:
// Note: ladder must be in the down position for compile
// because of light, and the steps do not work right if
// compiled at an angle. This ladder has 3 origin brushes,
// one for each part.
$lowerfold_ladder bind $upperfold_ladder // Attach ladder parts
$fold_ladder_rope bind $upperfold_ladder
$fold_ladder_trigger bind $fold_ladder_rope
$fold_ladder_clip notsolid
$lowerfold_ladder rotateXup -180 // Set the destination.
$lowerfold_ladder waitmove // Moves the ladder to up position at the start
$upperfold_ladder rotateXup -75
$fold_ladder_rope rotateXdown -75
$upperfold_ladder move
$fold_ladder_rope waitmove
$lowerfold_ladder time 2 // Set the rotation speeds equal
$upperfold_ladder time 2
$fold_ladder_rope time 2
goto foldladder_down // Go to the down thread and wait for trigger
end
foldladder_up:
$fold_ladder_trigger waittill trigger
$lowerfold_ladder playsound ("door_wood_open_move" + (randomint(3) + 1))
$lowerfold_ladder rotateXup -180
$lowerfold_ladder waitmove // move the lower part first
$lowerfold_ladder playsound door_wood_open_stop
$fold_ladder_clip notsolid
wait .5
$upperfold_ladder playsound ("door_wood_close_move" + (randomint(1) + 1))
$upperfold_ladder rotateXup -75
$fold_ladder_rope rotateXdown -75
$upperfold_ladder move
$fold_ladder_rope waitmove
$upperfold_ladder playsound ("door_wood_close_stop" + (randomint(2) + 1))
goto foldladder_down // Go to the down thread and wait for trigger
end
foldladder_down:
$fold_ladder_trigger waittill trigger
$upperfold_ladder playsound ("door_wood_close_move" + (randomint(1) + 1))
$upperfold_ladder rotateXdown -75
$fold_ladder_rope rotateXup -75
$upperfold_ladder move // move the upper part first
$fold_ladder_rope waitmove
$upperfold_ladder playsound ("door_wood_close_stop" + (randomint(2) + 1))
wait .5
$lowerfold_ladder playsound ("door_wood_open_move" + (randomint(3) + 1))
$lowerfold_ladder rotateXdown -180
$lowerfold_ladder waitmove
$lowerfold_ladder playsound door_wood_open_stop
$fold_ladder_clip solid
goto foldladder_up // Go to the up thread and wait for trigger
end
// Allied victory test
allies_win_bomb:
// While undestroyed objectives left
while(level.targets_destroyed < level.targets_to_destroy)
// chill out
waitframe
// No objectives left allies win
teamwin allies
end // end allied victory test
// Axis victory test
axis_win_timer:
// At the end Axis win
level waittill axiswin
end // end axis victory test
I hope you can help me.
Steve
Posted: Sun Aug 17, 2003 11:51 am
by Cool-Cat
Oops forgot to say yes map is for MP.
Steve
error
Posted: Sun Aug 17, 2003 12:02 pm
by tltrude
Might be this line:
thread allies_win_bom
The tutorial left out a "b". Check your bomb and trigger properties again, just to make sure.
Posted: Sun Aug 17, 2003 12:06 pm
by Cool-Cat
Gee I cannot believe I missed that (missing "b").
I'm gonna try it. Could it really be that simple ? I hope so.
I'll let you know.
Thanks,
Steve
Posted: Sun Aug 17, 2003 2:19 pm
by Cool-Cat

this did not fix it
sorry to take so long testing but i had to find a second player
please have you anymore ideas ?
Steve
Posted: Sun Aug 17, 2003 2:22 pm
by Cool-Cat
I noticed in the tutorial (in script bit) it says miss off this line but which one? I wasn't sure.
Steve
testing
Posted: Sun Aug 17, 2003 2:33 pm
by tltrude
You CAN test it alone because this line has the slash marks:
//level waittill roundstart
Switch teams to defuse the bomb, while testing alone. Remember to remove those slashmarks in your final script. You can remove all those othe comment lines, if you wish, but not that one.
found it
Posted: Sun Aug 17, 2003 2:35 pm
by tltrude
Another syntax error:
level.defusing_team = "axis
It is missing an end quote. I'm sure that is the problem.
BTW - thanks for using my fold ladder in your map, Steve!!!! Do you hear background sounds in your map? If not, change this line:
exec global/ambient.scr mohdm1 // Wind sound from southern france map.
Posted: Sun Aug 17, 2003 2:59 pm
by Cool-Cat
Wow I'm getting help from the guy who makes all the best inventions. Yippee thx Tom for ladder its gr8.
Big thanks for everyone who replied you all helped to fix my map.
p.s.
Is there somewhere I can send my map to show you ?
Steve
Posted: Sun Aug 17, 2003 3:01 pm
by Cool-Cat
Just 1 more thing I can't do a loadscreen cos I can't make a 32bit tga is there another way ?
Steve
send
Posted: Sun Aug 17, 2003 3:07 pm
by tltrude
Zip up just the .map file and script and e-mail them to me.
Yes you can use a jpg image for the loading screen, but a couple of lines in the shader file have to be changed. Send all those files too, if you like.