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Animated shutters>i don't understand something !
Posted: Wed Dec 31, 2003 6:04 pm
by Danker
Ok so I say it now: i am french and so i can make some awful mistakes, my appologies in advance

!! lol
So in the anated shutters tutorial, I've watched that we could add a line in the script:
thread global/shutter.scr::shuttrig 1 !!
I've read many times what Surgeon had written to explain the function of this line...but I still have not understood... ! lol
So could you explain me the meaning of these line and what does it make in the game with simpliest ( or more simply ) words... to allow me to understand !!!
Thank you for your answer !

Posted: Wed Dec 31, 2003 11:52 pm
by nuggets
thread global/shutter.scr::shuttrig 1, in short means
open folder global,
open file shutter.scr
read the thread shuttrig
and carry the variable 1 for where it is needed
Posted: Thu Jan 01, 2004 9:34 am
by Danker
Ok, so you'll think i'm a real foolish (lol) !!
But if i've understood crectly what was in this shutter.scr, when you shoot on one shutter which have The Key/value #group/1, the others shutters who have the same Key/value should move together such like the first (the one I shoot in) ! I'm wrong ?
Ok, but in the game that's not the case....
Why ??

Posted: Thu Jan 01, 2004 10:52 am
by jv_map
The response of the shutters to shooting is not handled by this shuttrig thread (only called from outside this script), but by the 'shutterthink' thread.
Code: Select all
shutterthink:
self waittill damage
if (self.specevent == 0)
if (randomint(100) > 50)
self.specevent = 11
else
self.specevent = 10
thread shutterthink
end
This code looks ugly as hell to me (even worse than a goto

) but it's pretty obvious this only affects the shutter that's been shot.
event
Posted: Thu Jan 01, 2004 11:16 am
by tltrude
It is an event you can add to an explosion thread, or a thread to scare the player. It makes the two shutters "slam" (move fast with a bang noise). Normally the event is random but, by using that line, it can be forced.
It will only happen one time when the line is read, and only to the two shutters that have "#group 1". If you use "2" at the end of the line, the "#group 2" shutters will do the event, and so on.
Hope that helps.
Posted: Thu Jan 01, 2004 12:15 pm
by Danker
Ok, thank you, you're realy nice boys !!
so if i've understood crectly, i can put this line, for exemple after a tank explosion ( commanded by the script ) and, when the lines of this explosion will be write, the thread global/shutter.scr::shuttrig 1 will be write too and will be executed at this moment !!
I'm wrong ???
Posted: Fri Jan 02, 2004 11:28 am
by jv_map
No... actually you're right

MEN
Posted: Fri Jan 02, 2004 6:12 pm
by tltrude
We are nice MEN!!! Boys are not that smart.

Posted: Sat Jan 03, 2004 5:31 pm
by Tropheus
hello danker.
we have to speak english here (two frenchies on this forum).
happy to meet you on this forum.
Guys his idea is great and works nicely. (good effect)
happy new year
Tropheus
Posted: Sat Jan 03, 2004 8:01 pm
by Danker
Hi Tropheus, Nice to see you here too !!
Thanks for MEN who answered me and help me to understand....what' i hadn't understood !!
But i have another question: The animation also include songs...
But in the game, when i open the console ( with ? ), i see that :
shuttershit_1 (or something like that )
need an allias in the ubersound.scr or uberdialog_scr !!!
So i've tries to do a precache but it doesn't works...can you help me ? please...
I've also heard that a programmation could create a z.pk3 which incude all the allias of the game....and is the last pk3 to be read by the game !!
But it doesn't work at me...
Can you help me...??

sounds
Posted: Sat Jan 03, 2004 9:51 pm
by tltrude
The shutter sounds only work for the singleplayer map "m1l1" and all map names that start with "m5". But, you can add an ubersound work-around to get them working for your map. Here is a link to the custom sounds tutorial page.
/t.php?id=11
Posted: Sun Jan 04, 2004 10:16 am
by Danker
These are not costom sounds....
To make an ubersound, what name i give to it ??
Posted: Sun Jan 04, 2004 10:32 am
by jv_map
shuttercrap_1

rename
Posted: Sun Jan 04, 2004 12:30 pm
by tltrude
Try renaming your map to:
m5_mymapname.bsp
Posted: Sun Jan 04, 2004 4:15 pm
by Danker
I tried it...but in vain !!!!
Why, when i create a precache it doesn't work ???