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Questions...sooo much!!lol.
Posted: Mon Sep 20, 2004 10:06 pm
by Dark_Warwolf
Ok i got question and much too so you can answer them whenever you want!
-how do i make a tank move and shoot everybody?
-how do i make a dog move and kill everybody?
-how do i put objects on other object without jumping on the object and typing coord in console?
-how do i make a bombing plane bomb a map?
like airstrike!
-how do i make an alarm switch sound an alarmbell?
-can i make a medic human model give health to players?
-can i take a mortar.tik from breakthrough and put it in allied assault!!!?
and maybe all the other weapons!!!?
-whats the fire tik name that kills players?
-what are the tik names of obstacles that appears on omaha beach and the other barricades with needles?
-how can i put object on walls and seilings?
-Must i put end in every script like this?
local.mohdm1=spawn script_model
local.mohdm1 model "models/emitters/fire.tik"
local.mohdm1.origin=(46.90 421.22 384.13)
local.mohdm1.angles=(22.32 10.47 0.00)
local.mohdm1 notsolid
end
local.mohdm1=spawn script_model
local.mohdm1 model "models/emitters/fire.tik"
local.mohdm1.origin=(74.48 520.74 384.13)
local.mohdm1.angles=(47.21 -90.26 0.00)
local.mohdm1 solid
-and how do you make a teleport trigger teleport to a place?
and that all maybe i will put some more questions later!

Posted: Tue Sep 21, 2004 12:00 am
by Cobra {sfx}
Most of the answers will be found with the search button - then edit your post so the the ones u cant find the answer for are displayed

Posted: Wed Sep 22, 2004 8:01 pm
by strafer
Most of the answers will be found with the search button - then edit your post so the the ones u cant find the answer for are displayed
Exactly, no one will answer that many questions because a lot of those requires so much scripting. You need to learn the basics before you learn the advanced stuff.
Don't get me wrong, many people will jump at the chance to help someone, but you are asking for the whole sha bang a bang.
After you get the basics down, look at the scripts on other people's mods (don't rip them off

), do what cobra said and do a search on the forums. Many people have asked those questions before.
I will answer 2 questions while I'm at it though.
-Must i put end in every script like this?
local.mohdm1=spawn script_model
local.mohdm1 model "models/emitters/fire.tik"
local.mohdm1.origin=(46.90 421.22 384.13)
local.mohdm1.angles=(22.32 10.47 0.00)
local.mohdm1 notsolid
end
local.mohdm1=spawn script_model
local.mohdm1 model "models/emitters/fire.tik"
local.mohdm1.origin=(74.48 520.74 384.13)
local.mohdm1.angles=(47.21 -90.26 0.00)
local.mohdm1 solid
First of all, no. the local.mohdm1 part can be named anything as long as "local." is in front of it. So you could make it local.fire or local.abcde.
Just a suggestion, make the script like this so it is easier to see which scripts are together. Also put spaces between the equal signs:
local.mohdm1 = spawn script_model
local.mohdm1 model "models/emitters/fire.tik"
local.mohdm1.origin = (74.48 520.74 384.13)
local.mohdm1.angles = (47.21 -90.26 0.00)
local.mohdm1 solid
---------------------------------------------------------
Yes! You can take something from Spearhead of Breakthrough and put it in Allied Assault. There is one problem though, it will be a client-side mod. Meaning people who don't have that mod, won't see it.
Posted: Wed Sep 22, 2004 8:20 pm
by Dark_Warwolf
Hey thx for those info and does this have an error?
Cause the first fire.tik worked and the second but then when i did the others, the 2 fire tiks didnt appear anymore!
// SOUTHERN FRANCE
// ARCHITECTURE: SENN
// SCRIPTING: POWZER
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Southern France"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm1"
// 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
level.script = maps/dm/mohdm1.scr
exec global/ambient.scr mohdm1
//exec global/ambient.scr mohdm2
//$world farplane 5000
//$world farplane_color (.333 .333 .329)
level waittill spawn
local.mohdm1=spawn script_model
local.mohdm1 model "models/emitters/fire.tik"
local.mohdm1.origin=(46.90 421.22 384.13)
local.mohdm1.angles=(22.32 10.47 0.00)
local.mohdm1 notsolid
local.mohdm1=spawn script_model
local.mohdm1 model "models/emitters/fire.tik"
local.mohdm1.origin=(71.20 511.30 384.13)
local.mohdm1.angles=(87.89 92.57 0.00)
local.mohdm1 notsolid
local.mohdm1=spawn script_model
local.mohdm1 model "models/animal/german_shepherd.tik"
local.mohdm1.origin=(545.48 475.11 384.13)
local.mohdm1.angles=(6.04 179.05 0.00)
local.mohdm1 solid
local.mohdm1=spawn script_model
local.mohdm1 model "models/static/toolbox_closed.tik"
local.mohdm1.origin=(-326.94 1679.13 552.13)
local.mohdm1.angles=(64.65 -88.71 0.00)
local.mohdm1 solid
local.mohdm1=spawn script_model
local.mohdm1 model "models/static/toolbox_closed.tik"
local.mohdm1.origin=(846.78 1136.87 552.13)
local.mohdm1.angles=(15.91 92.15 0.00)
local.mohdm1 solid
local.mohdm1=spawn script_model
local.mohdm1 model "models/static/toolbox_closed.tik"
local.mohdm1.origin=(-534.25 1691.42 434.13)
local.mohdm1.angles=(21.56 -91.76 0.00)
local.mohdm1 solid
local.mohdm1=spawn script_model
local.mohdm1 model "models/sandbag_small_semicircle.tik"
local.mohdm1.origin=(223.72 -556.65 0.13)
local.mohdm1.angles=(4.87 89.28 0.00)
local.mohdm1 solid
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
thread flak88
// set the parameters for this round based match
level.dmrespawning = 1 // 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: Wed Sep 22, 2004 9:09 pm
by strafer
First of all, I saw in your other post that you are editing the pak file instead of creating your own .pk3 files. I strongly recommend that you do not do that so you don't damage your game. If you have done this, I recommend repair the game be running the install program.
Now to for a tip on checking for errors. Go into your game and run Southern France. Type "restart" (without the quotes) in the console and check what the error is and what line number it is on.
Posted: Wed Sep 22, 2004 9:55 pm
by Cobra {sfx}
Your local.mohdm1 is ok for the 2 fire models, but id use something like a different number or letter for other models...
local.mohdm1a=spawn script_model
local.mohdm1a model "models/animal/german_shepherd.tik"
local.mohdm1a.origin=(545.48 475.11 384.13)
local.mohdm1a.angles=(6.04 179.05 0.00)
local.mohdm1a solid
Posted: Wed Sep 22, 2004 10:39 pm
by Dark_Warwolf
Ok thx...but there is something else when i did the other thing putting those folders in main menu, it didnt work.
so now im asking what must i do if the game doesnt execute the map from those folders?
Posted: Wed Sep 22, 2004 11:02 pm
by strafer
In the .pk3 file that you create, you need to following path within the .pk3 file. Maps>DM>mohdm1.scr. That is the path needed. If you just put it in the .pk3 file with no path, then that is why.
Posted: Wed Sep 22, 2004 11:23 pm
by Dark_Warwolf
Voula!
What i did is:
With pakscape i did saved new Maps.pk3 in it DM>mohdm1.scr.
And now what?
Posted: Wed Sep 22, 2004 11:27 pm
by lizardkid
no no no! you dont save it in a new folder liek that, save it here
c:\Program Files\EA Games\MOHAA\main\maps\dm\HERE!
where here is put it right there, sve it as .pk3 and not a .scr, that meses it all up.
Posted: Wed Sep 22, 2004 11:28 pm
by strafer
lizardkid wrote:no no no! you dont save it in a new folder liek that, save it here
c:\Program Files\EA Games\MOHAA\main\maps\dm\HERE!
where here is put it right there, sve it as .pk3 and not a .scr, that meses it all up.
The file path I was talking about was the path within the .pk3 file...not the folder path on the harddrive drive. You can do what lizardkid said or you can create .pk3 file and use the file path I said earlier.
Posted: Thu Sep 23, 2004 2:28 am
by Dark_Warwolf
Thats what i did but with pakscape, now the pk3 looks like a notepad file but pk3 extension.
Ok and now when i run the map must i write something on console?
Posted: Thu Sep 23, 2004 2:29 am
by strafer
No, everything should be there when you run your server.
Posted: Thu Sep 23, 2004 4:30 am
by lizardkid
to run the map you can either type
map dm/mapname
or use developer mode to jsut hit the maplist box, the black chalkboard near the multiplayer.
you cannot make a pk3 and .scr file, leave it as is. change the .zip thingy to .pk3, name it, save it, and thats it.
btw you need paths for the correct folders of a map, so you can pk3 it so the map + script are in
maps/dm/mapname
while nside the pk3, or just throw the bsp etc into the folder. wich creates messes.
Posted: Thu Sep 23, 2004 8:37 am
by bdbodger
the coordinates that are negetive numbers need a space before the - and after the bracket
local.mohdm1.origin=(-326.94 1679.13 552.13)
should be
local.mohdm1.origin=( -326.94 1679.13 552.13)
and it looks better at least to me if you use local.mohdm1 local.mohdm2 etc etd for each of them . For other types of scripts you may want to do something different with each one so if they each have a different name then you can . If it where me I'd use local.fire1 local.fire2 etc