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Please... read the my last post... a idiot question...

Posted: Thu Apr 01, 2004 1:22 am
by rodney
All members... please:

scr. file:

The tltrude can creat:

player cannonball... tv viem... elevator... light on/off... Ferris Wheel... and Merry-Go-Round...

perhaps you can only change you examples of my map:

player cannonball... tv viem... elevator... light on/off... Ferris Wheel... and Merry-Go-Round...

to make small alterations in my map...

If I pass my archive .map to a member... you makes the archive scr. you me???

I need fast HELP!!!

Post

Posted: Thu Apr 01, 2004 2:33 am
by tltrude
You must try first.

Code: Select all

// DESTROYED VILLAGE
// ARCHITECTURE: NED
// SCRIPTING: NED

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Destroyed Village"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm2"

	// call additional stuff for playing this map round based is needed
	if(level.roundbased)
		thread roundbasedthread

	level waittill prespawn

	//*** Precache Dm Stuff
	exec global/DMprecache.scr

	exec global/door_locked.scr::lock
	level.script = maps/dm/mohdm2.scr
	exec global/ambient.scr mohdm2
	
	level waittill spawn

end

//-----------------------------------------------------------------------------

roundbasedthread:

	// Can specify different scoreboard messages for round based here. 


	level waitTill prespawn

	level waittill spawn

	// set the parameters for this round based match
	level.dmrespawning = 0 // 1 or 0
	level.dmroundlimit = 5 // round time limit in minutes
	level.clockside = kills // set to axis, allies, kills, or draw

	level waittill roundstart

end

Posted: Fri Apr 02, 2004 2:50 am
by rodney
so that to read... or to make this... if already it is made???

Posted: Fri Apr 02, 2004 2:57 am
by nuggets
lol, he's struggling enough with english nevermind scripting, take him under your wing tom :D turn him into the man he will become :P

Posted: Fri Apr 02, 2004 4:40 am
by rodney
What???

your wing tom turn him into the man he will become

Please speak easy:

HELP-ME with the cript!!!

Try and Fail

Posted: Fri Apr 02, 2004 7:36 am
by tltrude
rodney - I can not do the script for you everytime you need one. The poeple of this forum will help you, but you must try to learn.

Above is the script for "mohdm2". Copy it to Notepad and change it to your map name. Try to add the threads form explodingdoor.txt to it. Save it as ".scr" and put it in the main/dm folder.

Posted: Sat Apr 03, 2004 3:40 am
by rodney
Thanks:

When locked dorr... it i can!!!

I can rotation door...

When i can not:

Player cannonball... tv viem... elevator... light on/off... Ferris Wheel... and Merry-Go-Round...

I need something as type:

Player cannonball... TV they viem... elevator... light on/off... Ferris Wheel... and Merry-Go-Round...

I see you example... explodingdoor.pk3... when i can not place it on my map...

Please... in its map the explodingdoor... separates:

Player cannonball.pk3
TV viem.pk3
Elevator.pk3
light on/off.pk3
Ferris Wheel.pk3
and Merry-Go-Round.pk3

It was help-me much... with this is easy!!!

thus it will be easy...

And it helps me immensely having in separate maps!!!

Please!!!

I need modify the MOH console to suport more bushes...

Posted: Mon May 31, 2004 7:43 pm
by rodney
Is impossible compile my map. I have now 42.000 bushes...

I need modify the scripts of the game to can compile because the MOH console is limited to 20.000 bushes and because this i have this error:

MAX_MAP_BRUSHSIDES

Now i am more knowledge in the scripts. I passing weeks creating scripts. Now i can make a FERRIS-WHELL(it balance in the stop). SCORE with won money and ring...

Please help-me. (Here on the Script FORUM speak about the modify in the script of the game to upgrade the limit of the 20.000 bushes during the compile)...

If tou prefer go to the mapping FORUM to more information...

Thanks!!!

Posted: Mon May 31, 2004 7:46 pm
by jv_map
Well you'll have to remove 22.000 brushes then :( ... there's no way on earth you are going to change the limit.

Posted: Mon May 31, 2004 7:54 pm
by rodney
No...

The prevision to i finaly the map is to have 100.000 bushes or more!!!

I finaly in one or two months... but i believe to is impossible compile!!!

Thanks!!!

Posted: Mon Aug 02, 2004 2:31 am
by rodney
I am using this post to do not creat more one new...

Remember to i am a idiot in the .scr file... but i can make a FERRIS-WHELL...

I am with a simple idea...

I want to creat a tank in the mohdm4.bsp...

It is not to drive a tank... but it is to move a tank...

I can make a .bsp file with a move tank... but i can not make it on the mohdm4.scr...

I can make only the tank... but i can not make the waytpoint...

I creat a idiot .scr file... i place the lines of the other .scr file... but it do not help me...

How to i fix my idiot .scr file???

Code: Select all

main: 

exec global/ai.scr 
exec global/loadout.scr maps/test_my_map_1.scr 
exec gloal/friendly.scr 


level waittill prespawn 


thread truck 
thread opeltruck
thread target1
thread target2

exec global/ambient.scr test_my_map_1 
level waittill spawn 
level.script = "maps test_my_map_1.scr" 

end 

truck: 

$truck speed 3000 
$truck drive $waipoint 

   local.opeltruck = spawn models/vehicles/opeltruck.tik 
   local.opeltruck.origin = ( 0 2492 256 ) 
   local.opeltruck.angle = 0
   local.opeltruck.scale = 2
   local.opeltruck.targetname = opeltruck

   local.waypoint = info_waypoint
   local.waypoint.origin = ( -486 -1896 256 )
   local.waypoint.targetname = target1
   local.waypoint.target = target2

   local.waypoint2 = info_waypoint
   local.waypoint.origin = ( 1016 1406 424 )
   local.waypoint.targetname = target2
   local.waypoint.target = target3

   local.waypoint2 = info_waypoint
   local.waypoint.origin = ( -896 4608 248 )
   local.waypoint.targetname = target3
   local.waypoint.target = target1


end
If you prefer... place the other coordinates... place other tank... and place a 0.15 scale...

I do not need fast help in this problem...

But please... speak to me... how to make the waypoints???

Sorry with my bad english...

Thanks!!!

Posted: Mon Aug 02, 2004 6:53 am
by jv_map
local.waypoint = info_waypoint

shall be

local.waypoint = spawn info_waypoint

Since you actually gotta make a new one :wink:

Posted: Tue Aug 03, 2004 12:19 am
by rodney
I was going to try do this...

But first i need speak about the console of the mohaa...

I pass read about the commands...

Inside the mohaa...

And i can modify the framers limit... now in the mohdm4... i can 230 framers per second with high quality... with a MSI Geforce 4 MX 440 TD 8X... but sorry... i can not remember the command...

And i can fint to how to open a .scr file during the game... and you can save during the game... but i do not test to the save realy found...

Any member have knowledge about this commands???

Sorry with my bad english...

Thanks!!!

Posted: Tue Aug 03, 2004 2:09 am
by blue60007
Something like com_maxfps xxx (95 or 100 is default), it doesn't actually give you better performance since an increase from 100 to 230 isn't going to be noticeable to the human eye if the monitor could display that, usually monitors max out at 60-75mhz (or 60-75fps)

Posted: Tue Aug 03, 2004 3:14 am
by rodney
Yes...

But the video card can much more than 60-75 framers per second...

But the monitor can only 60-75 framers per second...

And if the monitor can 230 framers per second... it do not help... because we eye capture at maximum of 60 framers per second...

Now i can place the truck inside the mohdm4.scr file... and i can see it inside the game... but i can not move... please help me...

It is my idiot mohdm4.scr file...

Code: Select all

// THE BRIDGE
// ARCHITECTURE: POWZER
// SCRIPTING: POWZER

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "The Crossroads"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm4"

	// call additional stuff for playing this map round based is needed
	if(level.roundbased)
		thread roundbasedthread

	level waittill prespawn

	//*** Precache Dm Stuff
	exec global/DMprecache.scr

	exec global/door_locked.scr::lock
	level.script = maps/dm/mohdm4.scr
	exec global/ambient.scr mohdm4

local.w1 = spawn models/vehicles/opeltruck.tik 
local.w1.origin = ( 1016 1406 524 )
local.w1.targetname = w1
local.w1.scale = 1
local.w1.target = w2
local.w1.testanim = idle
local.w2 = spawn info_waypoint origin ( -486 -1896 256 ) //targetname = w2 target = w3
local.w2.targetname = w2
local.w2.target = w3
local.w3 = spawn info_waypoint origin ( 1016 1406 450 ) //targetname = w3 target = w4
local.w2.targetname = w3
local.w2.target = w4
local.w4 = spawn info_waypoint origin ( -896 4608 2484 ) //targetname = w4 target = w1
local.w2.targetname = w4
local.w2.target = w1

	thread global/minefield.scr::minefield_setup

	level waittill spawn

end

//-----------------------------------------------------------------------------

roundbasedthread:

	// Can specify different scoreboard messages for round based games here.

	level waitTill prespawn

	level waittill spawn

	// set the parameters for this round based match
	level.dmrespawning = 0 // 1 or 0
	level.dmroundlimit = 5 // round time limit in minutes
	level.clockside = kills // set to axis, allies, kills, or draw

	level waittill roundstart

end
I do not need fast help... but please help me... i need now creat the waypoints...

Sorry with my bad english...

Thanks!!!