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Splaetos
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My thread isnt starting.

Post by Splaetos »

Ok... im trying to see if my bombs work, the bobm thinker however, is not in the standard global/dm_obj.scr, it is duplicated in two seperate .scr's named retreataccess.scr and seweraccess.scr. These are nearly identical to the standard bomb thinker(the teams are set specificaly within) when the map loads it should print out the self.info like usual for bomb thinkers, since the first thread is a pretty default bomb_thinker. Can anyoen tell me why my script isnt reaching this point when I run the map?

Code: Select all

level waittill prespawn

thread global/exploder.scr::main
exec global/DMprecache.scr
exec global/ambient.scr mohdm7 
level.script = "maps/obj/nazi_retreat.scr" 

level waittill spawn

$world farplane 4000
$world farplane_color (.2 .2 .2)
level.dmrespawning = 1 // 1(respawn) or 0(not)
level.dmroundlimit = 15
level.clockside = Axis //axis, allies, kills, or draw

//level waittill roundstart

$retreat_bomb1 thread global/retreataccess.scr::bomb_thinker
$retreat_bomb2 thread global/retreataccess.scr::bomb_thinker
$sewer_bomb thread global/seweraccess.scr::bomb_thinker



end
The two script files are in my pk3 in the global folder... its probably jsut something stupid... but its annoying me.
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jv_map
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Post by jv_map »

I can't find any errors in the script you posted there...
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Splaetos
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Post by Splaetos »

I didnt think so... but then i dont know why the other threads wont START.... since the first thing it does is print out all the self. = whatevers right?... and it doesnt reeach that point.

hmph

well, the only other stuff in the script is setting cvars and such... this is annoying!



**********OK this works now, I think it was a folder error or something.

but while im here, my triggers dont work now, when self.trigger_name is printed out, it comes out as nil. I didnt think these things had to be dfined in the script, but a script I am looking at does name all of the explosion pieces in each set....

Couple questions....

with mutiple bombs, when i set killarea to target groundzero, that is jsut a name right? so for further bombs i should use something like groundzero2 etc?

When defining the trigger_name for an exploder set, it doesnt need the #set/# key correct? I thoughts thats how i read it, but like I said, my triggers are not working as it is. hmmm ok lemme ask it like this....

if you send say $bomb1 as self into a thread, and bomb1 has inside it a trigger_name of trigger1, within the logic thread shouldnt self.trigger_name come up as $trigger1? Thats is how I thought it worked, but like i said, my trigger_name is nil.

It seems rendundant to have to reset 'bomb1.explosion_fx' or any of the exploder variables in the script... so what is my majot malfunction here?
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Splaetos
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Post by Splaetos »

hmmm ok...

right now i have the bomb targteting the trigger like in the tutorial i read...

key:trigger_name
value:retreat_trigger1

the trigger just had....

key:targetname
value:retreat_trigger1

and was a trigger_use

should it be trigger instead of triggername?
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tltrude
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sorry

Post by tltrude »

Sorry, I told you wrong.

Yes, the tutorial is right about the bomb having the "trigger_name" in its properties.


Did the tutorial come with a .map file you can open in the editor? You can check the properties of everything in the editor.
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Splaetos
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Post by Splaetos »

It was Bjarne's 'blowing up objectives' or something

When i used the default bomb thinker it got the info fine, but onw it isnt jsut isnt getting the info on its own...

im jsut goign to try inserting the info in the script, but I am curious as to why it got the info for my test bomb, but essentialy the same bomb thinker doesnt get the info in this case.


edit ***** =)

well having no luck, so this is portions of my console log, if anyone sees whats wrong here.... The main script running is the one I posted first.

Code: Select all

-------------------- Actual Spawning Entities -----------------------
^~^~^ Event 'trigger_name' does not exist.
^~^~^ Failed execution of event for class 'ScriptModel'
^~^~^ Event 'killarea' does not exist.
^~^~^ Failed execution of event for class 'ScriptModel'
^~^~^ Event 'explosion_fx' does not exist.
^~^~^ Failed execution of event for class 'ScriptModel'
^~^~^ Event 'trigger_name' does not exist.
^~^~^ Failed execution of event for class 'ScriptModel'
^~^~^ Event 'killarea' does not exist.
^~^~^ Failed execution of event for class 'ScriptModel'
^~^~^ Event 'explosion_fx' does not exist.
^~^~^ Failed execution of event for class 'ScriptModel'
^~^~^ Event 'trigger_name' does not exist.
^~^~^ Failed execution of event for class 'ScriptModel'
^~^~^ Event 'explosion_fx' does not exist.
^~^~^ Failed execution of event for class 'ScriptModel'
^~^~^ Event 'killarea' does not exist.
^~^~^ Failed execution of event for class 'ScriptModel'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/mg42_gun.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/mg42_bipod_nonstatic.tik
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/vehicles/jeep/jeep_bench.skc
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/jeep_bench.tik
TIKI_InitTiki: could not find surface 'jeep2' in 'models/vehicles/jeep_bench.tik' (check referenced skb/skd files).
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/vehicles/mercedes/mercedes.skc
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/mercedes.tik
-------------------- Actual Spawning Entities Done ------------------ 85 ms
^~^~^ Game (Event: 'vehicleyaw', Object: 'DrivableVehicle') : Index 3 out of range
^~^~^ Entity::ProcessInitCommands: Bad init server command 'vehicleYaw' in 'models/vehicles/jeep_bench.tik'
^~^~^ Game (Event: 'vehicleroll', Object: 'DrivableVehicle') : No Parameter for RollMinMax

^~^~^ Entity::ProcessInitCommands: Bad init server command 'vehicleRoll' in 'models/vehicles/jeep_bench.tik'
^~^~^ Game (Event: 'vehiclez', Object: 'DrivableVehicle') : No Parameter for ZMinMax

^~^~^ Entity::ProcessInitCommands: Bad init server command 'vehicleZ' in 'models/vehicles/jeep_bench.tik'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/pulse_explosive.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/animate/fx_explosion_tank.tik
0 teams with 0 entities
Adding script: 'obj/nazi_retreat.scr'
Spawned ExploderSmashed 1
Spawned ExploderChunk 1
ExploderFire has model models/animate/fx_explosion_tank.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/dummy.tik
Spawned ExploderFire 1
ExploderFire has model models/animate/fx_explosion_tank.tik
Spawned ExploderFire 2
ExploderFire has model models/animate/fx_explosion_tank.tik
Spawned ExploderFire 3
ExploderFire has model models/animate/fx_explosion_tank.tik
Spawned ExploderFire 4
ExploderFire has model models/animate/fx_explosion_tank.tik
Spawned ExploderFire 5
ExploderFire has model models/animate/fx_explosion_tank.tik
Spawned ExploderFire 6
ExploderFire has model models/animate/fx_explosion_tank.tik
Spawned ExploderFire 7
Spawned Exploder 1
Spawned Exploder 2
Spawned Exploder 3
TIKI_InitTiki: could not find surface 'panzerschreck2' in 'models/weapons/panzerschreck.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'origin' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'tag_barrel' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'origin' in 'models/projectiles/steilhandgranate.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'tag_barrel' in 'models/projectiles/steilhandgranate.tik' (check referenced skb/skd files).
^~^~^ Can't find models/player/allied_oss.tik
Tiki:LoadFile Couldn't load models/player/allied_oss.tik
^~^~^ Can't find models/player/allied_oss_fps.tik
Tiki:LoadFile Couldn't load models/player/allied_oss_fps.tik
^~^~^ Box data is corrupted for 'models/human/allied_pilot/allied_pilot.skd'
^~^~^ Morph targets data is corrupted for 'models/human/allied_pilot/allied_pilot.skd'
^~^~^ Can't find models/player/german_elite_gestapo.tik
Tiki:LoadFile Couldn't load models/player/german_elite_gestapo.tik
^~^~^ Can't find models/player/german_elite_gestapo_fps.tik
Tiki:LoadFile Couldn't load models/player/german_elite_gestapo_fps.tik
Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
^~^~^ Can't find models/player/german_winter1.tik
Tiki:LoadFile Couldn't load models/player/german_winter1.tik
^~^~^ Can't find models/player/german_winter1_fps.tik
Tiki:LoadFile Couldn't load models/player/german_winter1_fps.tik
^~^~^ Can't find models/player/german_winter2.tik
Tiki:LoadFile Couldn't load models/player/german_winter2.tik
^~^~^ Can't find models/player/german_winter2_fps.tik
Tiki:LoadFile Couldn't load models/player/german_winter2_fps.tik
Adding autosave names
Error, no script should be loaded before loadout.scr.
100 entities spawned
104 simple entities spawned
0 entities inhibited
-------------------- Spawning Entities Done ------------------ 2547 ms
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/vehiclesoundentity.tik
------ Server Initialization Complete ------  3.27 seconds
soundtrack switched to music/mohdm7.mus.
playing music/mohdm7.mus
music set to normal with fallback normal
Loading Ambient.scr
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/human/animation/Walks_runs/crouchjog_leftdown.skc
^~^~^ Add the following line to the *_precache.scr map script:
cache models/human/multiplayer_german_elite_gestapo.tik
level.clockside = Axis //axis, allies, kills, or draw (maps/obj/nazi_retreat.scr, 35)
level^

^~^~^ Script Error: clockside must be 'axis', 'allies', 'kills', or 'draw'

----------------------Z-----------------------
self = retreat_bomb1
self.target (flak 88 or other) = 
	println "self.target.destroyed_model = " self.target.destroyed_model (global/retreataccess.scr, 23)
	println "self.target.destroyed_model = " self.target^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

self.target.destroyed_model = NIL
	println "self.target.target (collision entity) = " self.target.target (global/retreataccess.scr, 24)
	println "self.target.target (collision entity) = " self.target^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

self.target.target (collision entity) = NIL
self.trigger_name = NIL
self.exploder_set = 1
self.explosion_fx = NIL
self.explosion_sound = NIL
self.killarea = NIL
----------------------Z-----------------------
	self.target.collisionent = self.target.target (global/retreataccess.scr, 32)
	self.target.collisionent = self.target^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

	self.target.collisionent = self.target.target (global/retreataccess.scr, 32)
	self.target^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

	self.target notsolid (global/retreataccess.scr, 33)
	self.target ^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

----------------------Z-----------------------
self = retreat_bomb2
self.target (flak 88 or other) = 
	println "self.target.destroyed_model = " self.target.destroyed_model (global/retreataccess.scr, 23)
	println "self.target.destroyed_model = " self.target^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

self.target.destroyed_model = NIL
	println "self.target.target (collision entity) = " self.target.target (global/retreataccess.scr, 24)
	println "self.target.target (collision entity) = " self.target^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

self.target.target (collision entity) = NIL
self.trigger_name = NIL
self.exploder_set = 2
self.explosion_fx = NIL
self.explosion_sound = NIL
self.killarea = NIL
----------------------Z-----------------------
	self.target.collisionent = self.target.target (global/retreataccess.scr, 32)
	self.target.collisionent = self.target^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

	self.target.collisionent = self.target.target (global/retreataccess.scr, 32)
	self.target^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

	self.target notsolid (global/retreataccess.scr, 33)
	self.target ^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

----------------------Z-----------------------
self = sewer_bomb
self.target (flak 88 or other) = 
	println "self.target.destroyed_model = " self.target.destroyed_model (global/seweraccess.scr, 23)
	println "self.target.destroyed_model = " self.target^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

self.target.destroyed_model = NIL
	println "self.target.target (collision entity) = " self.target.target (global/seweraccess.scr, 24)
	println "self.target.target (collision entity) = " self.target^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

self.target.target (collision entity) = NIL
self.trigger_name = NIL
self.exploder_set = 3
self.explosion_fx = NIL
self.explosion_sound = NIL
self.killarea = NIL
----------------------Z-----------------------
	self.target.collisionent = self.target.target (global/seweraccess.scr, 32)
	self.target.collisionent = self.target^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

	self.target.collisionent = self.target.target (global/seweraccess.scr, 32)
	self.target^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

	self.target notsolid (global/seweraccess.scr, 33)
	self.target ^
ok I jsut had a thought looking at this.... When i named many of these things in the editor, I did not include $ befoer the name, because I read some other post on here and thought it was unecessary since the $ just tells the script to call the entity of the same name.... could that be the issue?

from the bomb thinker tables, it gets the model I am sending it as self, but the only other info it appears to get, are the set numbers.


On another note... why is it that console is always producing a huge list of models or tiks that it cant find, and telling me to add them to the precache.... is that normal? Many of them im not aware of even using. There is a list as long as the above quoted text just of these items.

Any help would be immensely appreciated.

I'm going to try renaming them all with $ I guess, unless I get any feedback before then =)

Another edit =) *************

ok... adding the $'s sent the information to the bomb thinker, but my triggers still wont work! =((((

They should be able to be set with just me in a map because the wait till roundstart is commented out correct?

I read alot about triggerable, but shouldnt the trigger automaticaly be triggerable?

I added
key:target
value:name of the bomb(there are three different ones)

to each trigger, although this line isnt in Bjarne's tut, are you sure that this line is necessary, since the bomb calls the trigger_name?

I cant remove that key/value so I will have to make new triggers to test that....

If none of this is the issue, then I guess my bomb thinker scripts need work... but I dont see why they would, the only changes are ....

changed level.defusingteam to either axis or allied.
and changed the text readout when a bomb is set.


arg
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Splaetos
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Post by Splaetos »

all that damn effort cause i didnt have a couple $$$$$$$$$$$$$$

guess it really is all about the benjamins.
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tltrude
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game

Post by tltrude »

Those failed tik files are just unfinish ones they left in the game when it was made. A lot of images and shaders are missing for them.

So, it's fixed now? The tutorial says to use a script_model for the bomb? Seems overly complex to me.

If yer still having trouble, I'll take a look at it for you, if you like. I would probably only need the .map file and the three scripts.
Tom Trude,

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Splaetos
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Post by Splaetos »

its working fine now.

The script model is the bomb. it is what gets changed to the flashing tik when bomb initializes and back to the bomb tik when it is set. It has keys for the trigger, killarea(if you want it) an explosion, and it sets off the rest of the set.

When its done like this though, the trigger cant target the bomb, as I discovered last night.
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tltrude
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Keys?

Post by tltrude »

So, the players have to find some keys before they can set the bombs? Hmmm, that is kind of different. I've seen it where you have to find some bombs, and take them to the flashing bombs--in singleplayer.

I helped on one map where the allied players had to attach a plunger w/wires to bombs and then push the plunger, ha ha.

Well, if you need help, let me know.
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