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Script correction please

Posted: Mon Aug 16, 2004 9:51 pm
by agentmad007
Hi all ,

I need help to find the error inside please.

the whole script worked fine before , but since i ve added:

Code: Select all

sas_back_prep
and

Code: Select all

laboratoire_back
threads , nothing work !

here is the script :

Code: Select all


//Testjailspawn 
//architecture :[007]CptDarksniper
//script: [007]CptDarksniper

main:


setcvar "g_obj_alliedtext1" ""      
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" "Script"
setcvar "g_obj_axistext3" "By [007]CptDarkSniper"

setcvar "g_scoreboardpic" "testjailspawn"



	local.master = spawn ScriptMaster
	local.master aliascache laboratory_door sound/stargate/laboratory_door.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
	local.master aliascache platform_rotate sound/stargate/platform_rotate.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
	local.master aliascache platform_moveup sound/stargate/platform_moveup.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
	local.master aliascache platform sound/stargate/platform.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
	local.master aliascache elevator_door sound/stargate/elevator_door.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
	local.master aliascache doorbell sound/stargate/doorbell.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
	local.master aliascache welcome sound/stargate/welcome.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
	local.master aliascache labdoor sound/stargate/labdoor.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
	local.master aliascache electric_drill sound/stargate/electric_drill.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
	local.master aliascache ambient sound/stargate/ambient.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"


level waittill prespawn
                                            
level.script = maps/dm/myscifimap.scr     

$laser1 hide 
$laser2 hide
$laser3 hide
$laser4 hide 
$laser5 hide
$laser6 hide

level waittill spawn

thread escalator_prep


sas_forward_prep:

$sas_door_trigger waittill trigger 
$sas_door_trigger triggerable 
$sas_door_trigger2 nottrigerrable
$sas_door1 time 2
$sas_door1 movesouth 16
$sas_door1 waitmove
$sas_speaker1 playsound laboratory_door
wait 1
$sas_door1 moveWest 160
$sas_door1 waitmove
wait 3
$sas_door1 moveEast 160
$sas_door1 waitmove
$sas_speaker2 playsound laboratory_door
wait 1 
$sas_door1 movenorth 16
$sas_door1 waitmove

/////////scanner//////////

$scanner1 playsound electric_drill
$scanner2 playsound electric_drill
$scanner3 playsound electric_drill
$scanner4 playsound electric_drill
$scanner5 playsound electric_drill
$scanner6 playsound electric_drill
$scanner1 time 3
$scanner2 time 3
$scanner3 time 3
$scanner4 time 3
$scanner5 time 3
$scanner6 time 3
$scanner7 time 3
$scanner8 time 3
$scanner9 time 3
$scanner10 time 3
$scanner11 time 3
$scanner12 time 3
$laser1 time 3
$laser2 time 3
$laser3 time 3
$laser4 time 3
$laser5 time 3
$laser6 time 3
$laser1 show 
$laser2 show
$laser3 show
$laser4 show
$laser5 show
$laser6 show
$scanner1 moveup 212 
$scanner2 moveup 212 
$scanner3 moveup 212 
$scanner4 moveup 212 
$scanner5 moveup 212 
$scanner6 moveup 212 
$scanner7 moveSouth 276 
$scanner8 moveSouth 276  
$scanner9 moveSouth 276 
$scanner10 moveSouth 276  
$scanner11 moveSouth 276  
$scanner12 moveSouth 276 
$laser1 moveup 212 
$laser2 moveup 212 
$laser3 moveup 212 
$laser4 moveSouth 276 
$laser5 moveSouth 276 
$laser6 moveSouth 276 
$scanner1 move
$scanner2 move
$scanner3 move
$scanner4 move
$scanner5 move
$scanner6 move
$scanner7 move
$scanner8 move
$scanner9 move
$scanner10 move
$scanner11 move
$scanner12 move
$laser1 move
$laser2 move
$laser3 move
$laser4 move
$laser5 move
$laser6 waitmove
wait .1
$scanner1 playsound electric_drill
$scanner2 playsound electric_drill
$scanner3 playsound electric_drill
$scanner4 playsound electric_drill
$scanner5 playsound electric_drill
$scanner6 playsound electric_drill
$scanner1 movedown 212 
$scanner2 movedown 212 
$scanner3 movedown 212 
$scanner4 movedown 212 
$scanner5 movedown 212 
$scanner6 movedown 212 
$scanner7 moveNorth 276 
$scanner8 movenorth 276  
$scanner9 moveNorth 276 
$scanner10 moveNorth 276  
$scanner11 moveNorth 276  
$scanner12 moveNorth 276 
$laser1 movedown 212 
$laser2 movedown 212 
$laser3 movedown 212 
$laser4 moveNorth 276 
$laser5 moveNorth 276 
$laser6 moveNorth 276
$scanner1 move
$scanner2 move
$scanner3 move
$scanner4 move
$scanner5 move
$scanner6 move
$scanner7 move
$scanner8 move
$scanner9 move
$scanner10 move
$scanner11 move
$scanner12 move
$laser1 move
$laser2 move
$laser3 move
$laser4 move
$laser5 move
$laser6 waitmove
$laser1 hide 
$laser2 hide
$laser3 hide
$laser4 hide 
$laser5 hide
$laser6 hide
wait .1


$sas_door2 time 2
$sas_door2 movenorth 16
$sas_door2 waitmove
$sas_speaker3 playsound laboratory_door
wait 1 
$sas_door2 moveeast 160
$sas_door2 waitmove
wait 3
$sas_door2 movewest 160
$sas_door2 waitmove
$sas_speaker4 playsound laboratory_door
wait 1
$sas_door2 movesouth 16
$sas_door2 waitmove



end


sas_back_prep:

$sas_door_trigger2 waittill trigger 
$sas_door_trigger2 trigerrable
$sas_door_trigger nottrigerrable
$sas_door2 time 2
$sas_door2 movenorth 16
$sas_door2 waitmove
$sas_speaker3 playsound laboratory_door
wait 1 
$sas_door2 moveeast 160
$sas_door2 waitmove
wait 3
$sas_door2 movewest 160
$sas_door2 waitmove
$sas_speaker4 playsound laboratory_door
wait 1
$sas_door2 movesouth 16
$sas_door2 waitmove

/////////scanner//////////

$scanner1 playsound electric_drill
$scanner2 playsound electric_drill
$scanner3 playsound electric_drill
$scanner4 playsound electric_drill
$scanner5 playsound electric_drill
$scanner6 playsound electric_drill
$scanner1 time 3
$scanner2 time 3
$scanner3 time 3
$scanner4 time 3
$scanner5 time 3
$scanner6 time 3
$scanner7 time 3
$scanner8 time 3
$scanner9 time 3
$scanner10 time 3
$scanner11 time 3
$scanner12 time 3
$laser1 time 3
$laser2 time 3
$laser3 time 3
$laser4 time 3
$laser5 time 3
$laser6 time 3
$laser1 show 
$laser2 show
$laser3 show
$laser4 show
$laser5 show
$laser6 show
$scanner1 moveup 212 
$scanner2 moveup 212 
$scanner3 moveup 212 
$scanner4 moveup 212 
$scanner5 moveup 212 
$scanner6 moveup 212 
$scanner7 moveSouth 276 
$scanner8 moveSouth 276  
$scanner9 moveSouth 276 
$scanner10 moveSouth 276  
$scanner11 moveSouth 276  
$scanner12 moveSouth 276 
$laser1 moveup 212 
$laser2 moveup 212 
$laser3 moveup 212 
$laser4 moveSouth 276 
$laser5 moveSouth 276 
$laser6 moveSouth 276 
$scanner1 move
$scanner2 move
$scanner3 move
$scanner4 move
$scanner5 move
$scanner6 move
$scanner7 move
$scanner8 move
$scanner9 move
$scanner10 move
$scanner11 move
$scanner12 move
$laser1 move
$laser2 move
$laser3 move
$laser4 move
$laser5 move
$laser6 waitmove
wait .1
$scanner1 playsound electric_drill
$scanner2 playsound electric_drill
$scanner3 playsound electric_drill
$scanner4 playsound electric_drill
$scanner5 playsound electric_drill
$scanner6 playsound electric_drill
$scanner1 movedown 212 
$scanner2 movedown 212 
$scanner3 movedown 212 
$scanner4 movedown 212 
$scanner5 movedown 212 
$scanner6 movedown 212 
$scanner7 moveNorth 276 
$scanner8 movenorth 276  
$scanner9 moveNorth 276 
$scanner10 moveNorth 276  
$scanner11 moveNorth 276  
$scanner12 moveNorth 276 
$laser1 movedown 212 
$laser2 movedown 212 
$laser3 movedown 212 
$laser4 moveNorth 276 
$laser5 moveNorth 276 
$laser6 moveNorth 276
$scanner1 move
$scanner2 move
$scanner3 move
$scanner4 move
$scanner5 move
$scanner6 move
$scanner7 move
$scanner8 move
$scanner9 move
$scanner10 move
$scanner11 move
$scanner12 move
$laser1 move
$laser2 move
$laser3 move
$laser4 move
$laser5 move
$laser6 waitmove
$laser1 hide 
$laser2 hide
$laser3 hide
$laser4 hide 
$laser5 hide
$laser6 hide
wait .1

$sas_door1 time 2
$sas_door1 movesouth 16
$sas_door1 waitmove
$sas_speaker1 playsound laboratory_door
wait 1
$sas_door1 moveWest 160
$sas_door1 waitmove
wait 3
$sas_door1 moveeast 160
$sas_door1 waitmove
$sas_speaker2 playsound laboratory_door
wait 1 
$sas_door1 movenorth 16
$sas_door1 waitmove


end

laboratoire_forward:

$nazi_door_trigger waittill trigger 
$nazi_door_trigger triggerable
$elevator_trigger nottriggerable
$nazi_door1 time 1.5
$nazi_door2 time 1.5
$nazi_door_speaker playsound platform_rotate
$nazi_door1 rotateXup 180
$nazi_door2 rotateXdown 180
$nazi_door1 move
$nazi_door2 waitmove
wait 1
$nazi_door_speaker playsound platform_moveup
$nazi_door1 time 1
$nazi_door2 time 1
$nazi_door1 moveup 8
$nazi_door2 moveup 8
$nazi_door1 move
$nazi_door2 waitmove
wait 1
$nazi_door_speaker playsound platform_rotate
$nazi_door1 time 1.5
$nazi_door2 time 1.5
$nazi_door1 moveWest 120
$nazi_door1 move
$nazi_door2 moveEast 120
$nazi_door2 waitmove
wait 1

$nazi_door_speaker playsound platform
$nazi_elevator moveto $elevator_up
$nazi_elevator waitmove
$nazi_door_speaker playsound doorbell
wait 1
$nazi_door_speaker playsound welcome

wait 5


$nazi_door_speaker playsound platform
$nazi_elevator moveto $elevator_down
$nazi_elevator waitmove

$nazi_door_speaker playsound platform_rotate
$nazi_door1 time 1.5
$nazi_door2 time 1.5
$nazi_door1 moveeast 120
$nazi_door1 move
$nazi_door2 movewest 120
$nazi_door2 waitmove
wait 1
$nazi_door_speaker playsound platform_moveup
$nazi_door1 time 1
$nazi_door2 time 1
$nazi_door1 movedown 8
$nazi_door2 movedown 8
$nazi_door1 move
$nazi_door2 waitmove
wait 1
$nazi_door1 time 1.5
$nazi_door2 time 1.5
$nazi_door_speaker playsound platform_rotate
$nazi_door1 rotateXup 180
$nazi_door2 rotateXdown 180
$nazi_door1 move
$nazi_door2 waitmove

////////////elevator_doors////////

$elevator_door1 playsound elevator_door
$elevator_door2 playsound elevator_door
$elevator_door1 time 1.5
$elevator_door2 time 1.5
$elevator_door1 moveWest 16
$elevator_door2 moveWest 16
$elevator_door1 move 
$elevator_door2 waitmove
$elevator_door1 moveNorth 48
$elevator_door2 moveSouth 48
$elevator_door1 move 
$elevator_door2 waitmove
wait 3
$elevator_door1 playsound elevator_door
$elevator_door2 playsound elevator_door
$elevator_door1 movesouth 48
$elevator_door2 movenorth 48
$elevator_door1 move 
$elevator_door2 waitmove
$elevator_door1 moveEast 16
$elevator_door2 moveEast 16
$elevator_door1 move 
$elevator_door2 waitmove



end 

laboratoire_back:

////////////elevator_doors////////

$elevator_door_trigger waittill trigger
$elevator_door_trigger triggerable 
$nazi_door_trigger nottriggerable
$elevator_door1 playsound elevator_door
$elevator_door2 playsound elevator_door
$elevator_door1 time 1.5
$elevator_door2 time 1.5
$elevator_door1 moveWest 16
$elevator_door2 moveWest 16
$elevator_door1 move 
$elevator_door2 waitmove
$elevator_door1 moveNorth 48
$elevator_door2 moveSouth 48
$elevator_door1 move 
$elevator_door2 waitmove
wait 3
$elevator_door1 playsound elevator_door
$elevator_door2 playsound elevator_door
$elevator_door1 movesouth 48
$elevator_door2 movenorth 48
$elevator_door1 move 
$elevator_door2 waitmove
$elevator_door1 moveEast 16
$elevator_door2 moveEast 16
$elevator_door1 move 
$elevator_door2 waitmove

$nazi_door1 time 1.5
$nazi_door2 time 1.5
$nazi_door_speaker playsound platform_rotate
$nazi_door1 rotateXup 180
$nazi_door2 rotateXdown 180
$nazi_door1 move
$nazi_door2 waitmove
wait 1
$nazi_door_speaker playsound platform_moveup
$nazi_door1 time 1
$nazi_door2 time 1
$nazi_door1 moveup 8
$nazi_door2 moveup 8
$nazi_door1 move
$nazi_door2 waitmove
wait 1
$nazi_door_speaker playsound platform_rotate
$nazi_door1 time 1.5
$nazi_door2 time 1.5
$nazi_door1 moveWest 120
$nazi_door1 move
$nazi_door2 moveEast 120
$nazi_door2 waitmove
wait 1

$nazi_door_speaker playsound platform
$nazi_elevator moveto $elevator_up
$nazi_elevator waitmove
$nazi_door_speaker playsound doorbell
wait 1
$nazi_door_speaker playsound welcome

wait 5


$nazi_door_speaker playsound platform
$nazi_elevator moveto $elevator_down
$nazi_elevator waitmove

$nazi_door_speaker playsound platform_rotate
$nazi_door1 time 1.5
$nazi_door2 time 1.5
$nazi_door1 moveeast 120
$nazi_door1 move
$nazi_door2 movewest 120
$nazi_door2 waitmove
wait 1
$nazi_door_speaker playsound platform_moveup
$nazi_door1 time 1
$nazi_door2 time 1
$nazi_door1 movedown 8
$nazi_door2 movedown 8
$nazi_door1 move
$nazi_door2 waitmove
wait 1
$nazi_door1 time 1.5
$nazi_door2 time 1.5
$nazi_door_speaker playsound platform_rotate
$nazi_door1 rotateXup 180
$nazi_door2 rotateXdown 180
$nazi_door1 move
$nazi_door2 waitmove


end



//----------------------------------------------------------->
// Escalator threads
//----------------------------------------------------------->

escalator_prep:

	$step1 moveDown 256
	$step1 waitmove
	$step1.count = 0
	$step2.count = 1
	$step3.count = 2
	$step4.count = 3
	$step5.count = 4
	$step6.count = 5
	$step7.count = 6
	$step8.count = 7
	$step9.count = 8
	$step10.count = 9
	$step11.count = 10
	$step12.count = 11
	$step13.count = 12
	$step14.count = 13
	$step15.count = 14
	$step16.count = 15
	$step17.count = 16

goto escalator_mover

escalator_mover:

	wait 2
	thread move1
	thread move2
	thread move3
	thread move4
	thread move5
	thread move6
	thread move7
	thread move8
	thread move9
	thread move10
	thread move11
	thread move12
	thread move13
	thread move14
	thread move15
	thread move16
	thread move17

end

move1:

while (1)
	{
	wait .1
	if ($step1.count == 16)
		{
		$step1 speed 64
		$step1 moveSouth 16
		$step1 waitmove
		$step1.count ++
		}
	if ($step1.count == 17)
		{
		$step1 speed 2048
		$step1 moveto $step_way1
		$step1 waitmove
		$step1 moveto $step_way2
		$step1 waitmove
		$step1.count = 0
		}
	if (($step1.count != 16) || ($step1.count != 17))
		{
		$step1 speed 64
		$step1 moveUp 16
		$step1 moveSouth 16
		$step1 waitmove
		$step1.count ++
		}
	}
	waitframe

end

move2:

while (1)
	{
	wait .1
	if ($step2.count == 16)
		{
		$step2 speed 64
		$step2 moveSouth 16
		$step2 waitmove
		$step2.count ++
		}
	if ($step2.count == 17)
		{
		$step2 speed 2048
		$step2 moveto $step_way1
		$step2 waitmove
		$step2 moveto $step_way2
		$step2 waitmove
		$step2.count = 0
		}
	if (($step2.count != 16) || ($step2.count != 17))
		{
		$step2 speed 64
		$step2 moveUp 16
		$step2 moveSouth 16
		$step2 waitmove
		$step2.count ++
		}
	}
	waitframe

end

move3:

while (1)
	{
	wait .1
	if ($step3.count == 16)
		{
		$step3 speed 64
		$step3 moveSouth 16
		$step3 waitmove
		$step3.count ++
		}
	if ($step3.count == 17)
		{
		$step3 speed 2048
		$step3 moveto $step_way1
		$step3 waitmove
		$step3 moveto $step_way2
		$step3 waitmove
		$step3.count = 0
		}
	if (($step3.count != 16) || ($step3.count != 17))
		{
		$step3 speed 64
		$step3 moveUp 16
		$step3 moveSouth 16
		$step3 waitmove
		$step3.count ++
		}
	}
	waitframe

end

move4:

while (1)
	{
	wait .1
	if ($step4.count == 16)
		{
		$step4 speed 64
		$step4 moveSouth 16
		$step4 waitmove
		$step4.count ++
		}
	if ($step4.count == 17)
		{
		$step4 speed 2048
		$step4 moveto $step_way1
		$step4 waitmove
		$step4 moveto $step_way2
		$step4 waitmove
		$step4.count = 0
		}
	if (($step4.count != 16) || ($step4.count != 17))
		{
		$step4 speed 64
		$step4 moveUp 16
		$step4 moveSouth 16
		$step4 waitmove
		$step4.count ++
		}
	}
	waitframe

end

move5:

while (1)
	{
	wait .1
	if ($step5.count == 16)
		{
		$step5 speed 64
		$step5 moveSouth 16
		$step5 waitmove
		$step5.count ++
		}
	if ($step5.count == 17)
		{
		$step5 speed 2048
		$step5 moveto $step_way1
		$step5 waitmove
		$step5 moveto $step_way2
		$step5 waitmove
		$step5.count = 0
		}
	if (($step5.count != 16) || ($step5.count != 17))
		{
		$step5 speed 64
		$step5 moveUp 16
		$step5 moveSouth 16
		$step5 waitmove
		$step5.count ++
		}
	}
	waitframe

end

move6:

while (1)
	{
	wait .1
	if ($step6.count == 16)
		{
		$step6 speed 64
		$step6 moveSouth 16
		$step6 waitmove
		$step6.count ++
		}
	if ($step6.count == 17)
		{
		$step6 speed 2048
		$step6 moveto $step_way1
		$step6 waitmove
		$step6 moveto $step_way2
		$step6 waitmove
		$step6.count = 0
		}
	if (($step6.count != 16) || ($step6.count != 17))
		{
		$step6 speed 64
		$step6 moveUp 16
		$step6 moveSouth 16
		$step6 waitmove
		$step6.count ++
		}
	}
	waitframe

end

move7:

while (1)
	{
	wait .1
	if ($step7.count == 16)
		{
		$step7 speed 64
		$step7 moveSouth 16
		$step7 waitmove
		$step7.count ++
		}
	if ($step7.count == 17)
		{
		$step7 speed 2048
		$step7 moveto $step_way1
		$step7 waitmove
		$step7 moveto $step_way2
		$step7 waitmove
		$step7.count = 0
		}
	if (($step7.count != 16) || ($step7.count != 17))
		{
		$step7 speed 64
		$step7 moveUp 16
		$step7 moveSouth 16
		$step7 waitmove
		$step7.count ++
		}
	}
	waitframe

end

move8:

while (1)
	{
	wait .1
	if ($step8.count == 16)
		{
		$step8 speed 64
		$step8 moveSouth 16
		$step8 waitmove
		$step8.count ++
		}
	if ($step8.count == 17)
		{
		$step8 speed 2048
		$step8 moveto $step_way1
		$step8 waitmove
		$step8 moveto $step_way2
		$step8 waitmove
		$step8.count = 0
		}
	if (($step8.count != 16) || ($step8.count != 17))
		{
		$step8 speed 64
		$step8 moveUp 16
		$step8 moveSouth 16
		$step8 waitmove
		$step8.count ++
		}
	}
	waitframe

end

move9:

while (1)
	{
	wait .1
	if ($step9.count == 16)
		{
		$step9 speed 64
		$step9 moveSouth 16
		$step9 waitmove
		$step9.count ++
		}
	if ($step9.count == 17)
		{
		$step9 speed 2048
		$step9 moveto $step_way1
		$step9 waitmove
		$step9 moveto $step_way2
		$step9 waitmove
		$step9.count = 0
		}
	if (($step9.count != 16) || ($step9.count != 17))
		{
		$step9 speed 64
		$step9 moveUp 16
		$step9 moveSouth 16
		$step9 waitmove
		$step9.count ++
		}
	}
	waitframe

end

move10:

while (1)
	{
	wait .1
	if ($step10.count == 16)
		{
		$step10 speed 64
		$step10 moveSouth 16
		$step10 waitmove
		$step10.count ++
		}
	if ($step10.count == 17)
		{
		$step10 speed 2048
		$step10 moveto $step_way1
		$step10 waitmove
		$step10 moveto $step_way2
		$step10 waitmove
		$step10.count = 0
		}
	if (($step10.count != 16) || ($step10.count != 17))
		{
		$step10 speed 64
		$step10 moveUp 16
		$step10 moveSouth 16
		$step10 waitmove
		$step10.count ++
		}
	}
	waitframe

end

move11:

while (1)
	{
	wait .1
	if ($step11.count == 16)
		{
		$step11 speed 64
		$step11 moveSouth 16
		$step11 waitmove
		$step11.count ++
		}
	if ($step11.count == 17)
		{
		$step11 speed 2048
		$step11 moveto $step_way1
		$step11 waitmove
		$step11 moveto $step_way2
		$step11 waitmove
		$step11.count = 0
		}
	if (($step11.count != 16) || ($step11.count != 17))
		{
		$step11 speed 64
		$step11 moveUp 16
		$step11 moveSouth 16
		$step11 waitmove
		$step11.count ++
		}
	}
	waitframe

end

move12:

while (1)
	{
	wait .1
	if ($step12.count == 16)
		{
		$step12 speed 64
		$step12 moveSouth 16
		$step12 waitmove
		$step12.count ++
		}
	if ($step12.count == 17)
		{
		$step12 speed 2048
		$step12 moveto $step_way1
		$step12 waitmove
		$step12 moveto $step_way2
		$step12 waitmove
		$step12.count = 0
		}
	if (($step12.count != 16) || ($step12.count != 17))
		{
		$step12 speed 64
		$step12 moveUp 16
		$step12 moveSouth 16
		$step12 waitmove
		$step12.count ++
		}
	}
	waitframe

end

move13:

while (1)
	{
	wait .1
	if ($step13.count == 16)
		{
		$step13 speed 64
		$step13 moveSouth 16
		$step13 waitmove
		$step13.count ++
		}
	if ($step13.count == 17)
		{
		$step13 speed 2048
		$step13 moveto $step_way1
		$step13 waitmove
		$step13 moveto $step_way2
		$step13 waitmove
		$step13.count = 0
		}
	if (($step13.count != 16) || ($step13.count != 17))
		{
		$step13 speed 64
		$step13 moveUp 16
		$step13 moveSouth 16
		$step13 waitmove
		$step13.count ++
		}
	}
	waitframe

end

move14:

while (1)
	{
	wait .1
	if ($step14.count == 16)
		{
		$step14 speed 64
		$step14 moveSouth 16
		$step14 waitmove
		$step14.count ++
		}
	if ($step14.count == 17)
		{
		$step14 speed 2048
		$step14 moveto $step_way1
		$step14 waitmove
		$step14 moveto $step_way2
		$step14 waitmove
		$step14.count = 0
		}
	if (($step14.count != 16) || ($step14.count != 17))
		{
		$step14 speed 64
		$step14 moveUp 16
		$step14 moveSouth 16
		$step14 waitmove
		$step14.count ++
		}
	}
	waitframe

end

move15:

while (1)
	{
	wait .1
	if ($step15.count == 16)
		{
		$step15 speed 64
		$step15 moveSouth 16
		$step15 waitmove
		$step15.count ++
		}
	if ($step15.count == 17)
		{
		$step15 speed 2048
		$step15 moveto $step_way1
		$step15 waitmove
		$step15 moveto $step_way2
		$step15 waitmove
		$step15.count = 0
		}
	if (($step15.count != 16) || ($step15.count != 17))
		{
		$step15 speed 64
		$step15 moveUp 16
		$step15 moveSouth 16
		$step15 waitmove
		$step15.count ++
		}
	}
	waitframe

end

move16:

while (1)
	{
	wait .1
	if ($step16.count == 16)
		{
		$step16 speed 64
		$step16 moveSouth 16
		$step16 waitmove
		$step16.count ++
		}
	if ($step16.count == 17)
		{
		$step16 speed 2048
		$step16 moveto $step_way1
		$step16 waitmove
		$step16 moveto $step_way2
		$step16 waitmove
		$step16.count = 0
		}
	if (($step16.count != 16) || ($step16.count != 17))
		{
		$step16 speed 64
		$step16 moveUp 16
		$step16 moveSouth 16
		$step16 waitmove
		$step16.count ++
		}
	}
	waitframe

end

move17:

while (1)
	{
	wait .1
	if ($step17.count == 16)
		{
		$step17 speed 64
		$step17 moveSouth 16
		$step17 waitmove
		$step17.count ++
		}
	if ($step17.count == 17)
		{
		$step17 speed 2048
		$step17 moveto $step_way1
		$step17 waitmove
		$step17 moveto $step_way2
		$step17 waitmove
		$step17.count = 0
		}
	if (($step17.count != 16) || ($step17.count != 17))
		{
		$step17 speed 64
		$step17 moveUp 16
		$step17 moveSouth 16
		$step17 waitmove
		$step17.count ++
		}
	}
	waitframe

end

move0:  // this thread is not used and is for adding more steps

while (1)
	{
	wait .1
	if ($step0.count == 16)
		{
		$step0 speed 64
		$step0 moveSouth 16
		$step0 waitmove
		$step0.count ++
		}
	if ($step0.count == 17)
		{
		$step0 speed 2048
		$step0 moveto $step_way1
		$step0 waitmove
		$step0 moveto $step_way2
		$step0 waitmove
		$step0.count = 0
		}
	if (($step0.count != 16) || ($step0.count != 17))
		{
		$step0 speed 64
		$step0 moveUp 16
		$step0 moveSouth 16
		$step0 waitmove
		$step0.count ++
		}
	}
	waitframe

end

end














Thank you

Posted: Mon Aug 16, 2004 11:30 pm
by Bjarne BZR
That is definetly one of the longest scripts I've seen.... and I'll rather eat razors than read through it all ;)

Basically: script errors will be reported in the in-game console, check it out and it will tell you the error.

Here is a short tutorial on how to find this type of error quickly

Posted: Mon Aug 16, 2004 11:44 pm
by agentmad007
i knew it bjarne thanks , i ve forget to point out that in console i have no error exept the things that i have to precache .

Posted: Tue Aug 17, 2004 12:03 am
by Elgan
sometimes i accidently put in a silly letter or somehting then have to go through the whole script to find it as it juyst doesnt load and console doesnt help:@.

try block commenting out the 2 new threads u added and see if it works. run a loop printing from a trigger just as a test its working. then un comment 1 thread and if it still works u know the prob is in the thread uve commented. then go through that thread in blocks until u narrow it down:D.

block comment:

/*- start of comment

*/ - end of block comment


eg.


/*

thread:


$trigger98776 triggerable

end
*/


hope this helps at all.

Posted: Tue Aug 17, 2004 12:12 am
by Bjarne BZR
With such a massive script, it is very hard to debug, and it dies not have to be so big.

As an example:

The methods of the type:

Code: Select all

move16:

while (1)
   {
   wait .1
   if ($step16.count == 16)
      {
      $step16 speed 64
      $step16 moveSouth 16
      $step16 waitmove
      $step16.count ++
      }
   if ($step16.count == 17)
      {
      $step16 speed 2048
      $step16 moveto $step_way1
      $step16 waitmove
      $step16 moveto $step_way2
      $step16 waitmove
      $step16.count = 0
      }
   if (($step16.count != 16) || ($step16.count != 17))
      {
      $step16 speed 64
      $step16 moveUp 16
      $step16 moveSouth 16
      $step16 waitmove
      $step16.count ++
      }
   }
   waitframe

end
...should be written like this instead:

Code: Select all

doStepMove local.step:

   while (1)
   {
      wait .1
      if (local.step.count == 16)
      {
         local.step speed 64
         local.step moveSouth 16
         local.step waitmove
         local.step.count ++
      }
      if (local.step.count == 17)
      {
         local.step speed 2048
         local.step moveto $step_way1
         local.step waitmove
         local.step moveto $step_way2
         local.step waitmove
         local.step.count = 0
      }
      if ((local.step.count != 16) || (local.step.count != 17))
      {
         local.step speed 64
         local.step moveUp 16
         local.step moveSouth 16
         local.step waitmove
         local.step.count ++
      }
      waitframe // inside the while loop, not outside
   }

end
...and so instead of calling:

Code: Select all

thread move16
...you call

Code: Select all

thread doStepMove $step16
...du you understand? You do the same thing in all the methods, exept you do it on a different object: so send the object as a parameter to one single function instead... you reduce complexity, reduce the code mass, and make it A LOT easier to find errors.

Using this way you should be able to reduce your script to at least 1/10 of its current size.

And please: for your own gooo dont use the goto statement. Its bad. It can make the best code unreadable :cry:

Posted: Tue Aug 17, 2004 12:22 am
by oddball
creating arrays also makes it a lot better to understand.

Code: Select all

$scanner1 playsound electric_drill 
$scanner2 playsound electric_drill 
$scanner3 playsound electric_drill 
$scanner4 playsound electric_drill 
$scanner5 playsound electric_drill 
$scanner6 playsound electric_drill 
rename the scanners to : $scanner[1] , $scanner[2]

after that a "for" statement:

Code: Select all

for (local.i = 1; local.i <= 6; local.i++)
     {
      $scanner[i] playsound electric_drill 
     }

Posted: Tue Aug 17, 2004 12:41 am
by Elgan
some ppl dont undertsand arrays no matter how much i hit them:)

Posted: Tue Aug 17, 2004 2:16 am
by bdbodger
You also spelt triggerable wrong in a couple of places

sas_back_prep:

$sas_door_trigger2 waittill trigger
$sas_door_trigger2 trigerrable // also you don't need to make it triggerable it already is isn't it ?
$sas_door_trigger nottrigerrable


maybe you want to make them triggerable again at the end of the thread ?

Posted: Tue Aug 17, 2004 10:58 am
by agentmad007
Thanks for the help, i think these trigerrable mistakes made my script not working.

And for the arrays :oops: i m so bad , the escalator script (the last thread) was done by wacko , i ve just copy it .

Can someone point me on a arrays script tutorial i would like to learn more .

Thx for the help

:D

Posted: Tue Aug 17, 2004 11:27 am
by G3mInI
I found this site a while back and I constantly go to it for scripting information. Since moh scripting is real close to C++ , I go to this tutorial site on programming languages.


http://warebizprogramming.com/inner/index.htm

Click on C++ in the tutorials section middle of page. This is the best and easiest to understand tutorial on scripting I have seen.

G3mInI

Posted: Tue Aug 17, 2004 10:26 pm
by agentmad007
Thanks for the link and my problem was the typing error :oops:

trigerrable instead of triggerable hehe

Thx to all

Posted: Fri Aug 20, 2004 6:38 am
by Bjarne BZR
G3mInI wrote:I found this site a while back and I constantly go to it for scripting information. Since moh scripting is real close to C++ , I go to this tutorial site on programming languages.


http://warebizprogramming.com/inner/index.htm

Click on C++ in the tutorials section middle of page. This is the best and easiest to understand tutorial on scripting I have seen.

G3mInI
Or check out my scripting tutorial / manual ( if you feel something is missing from this document, please tell me, as I aim for it to be as complete as possible ).

Posted: Thu Aug 26, 2004 11:50 pm
by HDL_CinC_Dragon
ok, that really is the longest script i have ever seen. and ive seen a lot of em too.

Posted: Fri Aug 27, 2004 2:07 am
by lizardkid
er, drag? (comes from an old clan forum i participated in, like bumping but unnecisarily)

hmmm.... arrays for that would be nice and to just key/value in thetime thing would save you about 20 lines no exaggeration.