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Going Bald cos of a trigger issue

Posted: Thu May 27, 2004 2:09 pm
by Fragmagnet
Hi all,

I know i'm gonna sound like a complete n00b :D Well i guess i am as far as scripting goes, but i gotta ask a question about triggers for a bomber run i want to activate on a player passing through a trigger.

I've looked at all the tuts on triggers and bombers and global strafing and searched the forums for relevent triggering info, but i'm still at a loss.
I've even dismantled the example maps and tried to duplicate but i can't get it to work.

I can make the plane fly, loop, barrel roll, and all sorts, but i can't make it work with a trigger_multiple.

Here's the set up.

I have a set number of splinepaths tracking across the map for the plane's path. I have set all the variables and tested it in another test area and set it to run shortly after spawn and i see the plane fly overhead :D So the planes fine....

i set a trigger up using right click context menu, entered data thusly:

#set /2
$targetname / bomber_trig <--- this triggers name
classname / trigger_multiple
setthread / bomber1 <---thread name in scr file
target / bomberpath <--- this is the first splinepath name

when this info is set, a red line appears between the trigger and the splinepath, this i take it means they are linked.



Below is a copy of my .scr file i'm using.....


main:

setcvar "g_obj_alliedtext1" "Testing bomber path"
setcvar "g_obj_alliedtext2" "with"
setcvar "g_obj_alliedtext3" "trigger"
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "none"

exec global/DMprecache.scr
exec global/ambient.scr random
exec global/exploder.scr

level waittill spawn

thread random_explode_start
thread bomber1

end


random_explode_start:

thread random_explode1
thread random_explode2
thread random_explode3
thread random_explode4

end

random_explode1:

wait (randomfloat 13 + 16)
$random_explode1_origin playsound leadinmp
wait 1
$random_explode1 anim start
radiusdamage $random_explode1_origin 256 384
goto random_explode1

end

random_explode2:

wait (randomfloat 7 + 14)
$random_explode2_origin playsound leadinmp
wait 1
$random_explode2 anim start
radiusdamage $random_explode2_origin 256 384
goto random_explode2

end

random_explode3:

wait (randomfloat 5 + 8)
$random_explode3_origin playsound leadinmp
wait 1
$random_explode3_origin playsound leadinmp
$random_explode3 anim start
radiusdamage $random_explode3_origin 256 512
goto random_explode3

end

random_explode4:

wait (randomfloat 8 + 12)
$random_explode4_origin playsound leadinmp
wait 1
$random_explode4 anim start
radiusdamage $random_explode4_origin 256 480
goto random_explode4

end



bomber1:

$bomber_trig waittill trigger
$bomber_trig start
exec global/ambient.scr plane
end


Now, i've been playing with this script for about a week and a half and i must say, i'm going bald from the stress of it...please, help, i don't have much more hair left!!!


Here's a quick description of what i had in mind...

A solider runs through a gate and sets off the trigger which either waits 15 secs or starts the plane flying stright away ( maybe random time limit within a 20 sec time frame here ) This then hopefully works out that by time the soldier has entered the compound, the plane will then fly overhead, and perform a barel roll over the compound, from this point i can script and create further events, but geezz.. i know it's lame, i'm a total n00b, i need help :) I just can't deal with this damn trigger :(

Strangly, i had no problems with barbwire triggers for hurting players. just trigger activating a thread with in the main .scr file or should i put the bomber stuff into a seperate .scr file???

Thank in advance for any pearls or wisdom :)

exec global/bomber.scr

Posted: Thu May 27, 2004 2:32 pm
by tltrude
There is a bomber script in pak0.pk3/global. It has a mini tutorial right in the file itself.

==========================================
// Plane/bombing system created by Mackey McCandlish.
//
// Before level waittill spawn "exec global/bomber.scr".
//
// Used in m3l3, m4l0, m5l1a, m5l1b, m5l3, m3l3, training, and maybe someplace else, who can say? (One of the DM levels too).
//
// Created a info_splinepath and click model and choose the plane you want to use. Choose one that ends with fly.tik.
//
// Copy the info_splinepath into a big line of them, of where you want the plane to fly through space.
//
// Link them all together.
//
// Give the first one a targetname of "bomberpath"
//
// Set this one's $mdl value to be equal to its model value.
//
// Rotate each individual info_splinepath. The way its rotated will determine what position the plane will be in when it flies
// through that point in space.
//
// You can set the "speed" key to multiplicably values. This defaults to 1. If you think 1 is too fast, set all the splines
// to a .speed of 0.5. Or set half of them to 0.5, and for that half the plane will fly at half speed.
//
// You can make the planes drop bombs by setting up similar paths using the model "ammo/us_bomb.tik", and the first spline
// on the path has targetname "bomber".
//
// Both the "bomber" and the "bomberpath" entities are given the same #set value, to associate them. You can give the bombers
// a $setthread value to make them run a thread in the level.script upon impact. They automatically do an explosion when they
// reach the end of their path.
//
// You can make triggers for the bombers with "trigger_multiple"s that have a targetname "bombertrigger" and the same #set
// number as the bomberpath, or you can do "thread global/bomber.scr::bomb #" where # is the #set number in question.
===============================================

If you still have questions about it, please just ask again. Btw, when it talks about "bomber" it is refering to the bomb path and not the plane path. Placing a setthread in the first bomb node, will run the thread when the bomb reaches the last bomb node (comes in handy for setting off exploders).

Posted: Thu May 27, 2004 2:36 pm
by Fragmagnet
waaayheeey :D thanks, i never knew that was on my machine all along :P

Posted: Thu May 27, 2004 3:11 pm
by lizardkid
msot of teh global scripts have mini tuts in them, otherwise .map may still be trying to figure out how to spawn. :lol:
if you ever need to look something up, check the script.

Posted: Thu May 27, 2004 11:00 pm
by bdbodger
A quote from the global/strafe.scr in case you are interested
. Give all the nodes of the "strafe_path" the same #set value .
//
// You can make triggers for the strafe with "trigger_multiple"s that have a targetname "strafetrigger"
//
// and the same #set number as the strafe_path ,or you can do: thread global/strafe.scr::strafe #

Posted: Tue Jun 01, 2004 9:24 am
by Fragmagnet
Well, after some modification, some swift reverent praying to the map gods, a few sacrafices not to mention purchasing more hair tonic, i've come to the conclusion i have no idea what i'm doing anymore.

I've made everything fall in line, all targets are labeled, triggers point to first anim, i even trid using a script origin to nudge it along, but to no avail. The tuts i found :D were helpful, but seeing as i can't get the bomber to fly on trigger command, i'm just thinking maybe i should just make it a random event :( I can't figure it out :( driving me insane :cry:

Posted: Tue Jun 01, 2004 4:36 pm
by blue60007
Do you think this may work:

$bomber fly $last_splinepath

Don't know if it's that simple. :?

planes

Posted: Tue Jun 01, 2004 4:38 pm
by tltrude
It should not be giving you that much of a problem. If all else fails, you can just copy a plane path, bomb path, speaker and trigger from my test_bomber tutorial map. Also, check for explosion enities and script lines that may go with it.

http://smallsumo.leveledit.com/tltrude/index.html