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A glue Question::

Posted: Sun Sep 26, 2004 12:58 pm
by Master-Of-Fungus-Foo-D
Ok how do i unglue my player from a trigger? I glue the player to the trigger and i glue the trigger to the halftrack, which moves along a path using the drive command. And another thing, how do i make the halftrack nonsolid so the player odesnt get kiled when he goes on the halftrack? Ive added the line notsolid to my script but the player keeps getting the "runnedover" effect... ]
heres my script:

Code: Select all

// HOLLYWOOD SCRAP
// ARCHITECTURE: CRALOS VIALEZ
// SCRIPTING: CARLOS VIALEZ
// YES IT IS MY NAME LOL
main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Welcome to "
setcvar "g_obj_alliedtext2" "The Hollywood"
setcvar "g_obj_alliedtext3" "Bus Circle"
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" "By FUNGUS"
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm7"

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

$world farplane_color "0.458824 0.458824 0.458824"
level.fogplane = 8000
$world farplane level.fogplane

	level waittill prespawn

		//*** Precache Dm Stuff
		exec global/DMprecache.scr
		
		level.script = maps/dm/test_hollywood.scr
		exec global/ambient.scr mohdm1
		exec global/vehicle_thinkers.scr

	level waittill spawn
thread trigger

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

trigger:
$truck_trigger nottriggeralbe
local.player = parm.other 
local.player physics_off 
local.player tele bind
  $truck drive $t1
  $truck waittill anim done
  $truck remove
end
goto spawn

spawn:
local.truck = spawn vehicle_german_sdkfzafrika "targetname" "truck"
  local.truck.origin = ( -1152.00 -104.00  8.00 )
  local.truck.angles = ( 0.00 0.00 0.00 )
  level.truck.scale = 1.0
im also trying to respawn the halftract to make the "truck path" reset itself, but all its done so far is spawned a huge mess...
ive been working on this for 2 days... could i get sum help on this?

Posted: Sun Sep 26, 2004 2:05 pm
by strafer
Try the command unglue.

local.player unglue local.truck

I believe that's what it is. I think the reason why the player is dying is because of the halftrack driving, not because it is solid. If you have Spearhead, try lookin in the map m2l2. If not, then I'm not sure because I can't think of any maps in AA that does something similar.

Posted: Sun Sep 26, 2004 3:29 pm
by Master-Of-Fungus-Foo-D
OK.... ill try that...

Posted: Sun Sep 26, 2004 5:52 pm
by Master-Of-Fungus-Foo-D
It works! now ive got another problem with ubersound! im trying to get the halftrack to play the halftrack sounds, I did the aliases and took them right out of ubersound and put them into my script, help?

Code: Select all

// HOLLYWOOD SCRAP
// ARCHITECTURE: CRALOS VIALEZ
// SCRIPTING: CARLOS VIALEZ
main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Welcome to "
setcvar "g_obj_alliedtext2" "The Hollywood"
setcvar "g_obj_alliedtext3" "Bus Circle"
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" "By FUNGUS"
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm7"

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

$world farplane_color "0.458824 0.458824 0.458824"
level.fogplane = 8000
$world farplane level.fogplane

aliascache sdkfz_snd_idle sound/vehicle/veh_track_idle.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_snd_run sound/vehicle/veh_track_move.wav soundparms 1.5 0.0 1.0 0.0 1000 6000 auto loaded maps "obj dm"
aliascache sdkfz_snd_idle sound/vehicle/veh_track_on.wav soundparms 1.5 0.0 1.0 0.0 1000 5000 auto loaded maps "obj dm"
aliascache sdkfz_snd_revup sound/vehicle/veh_track_revup.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_snd_revdown sound/vehicle/veh_track_revdown.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_snd_shift1 sound/vehicle/veh_track_shiftin.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_snd_shift2 sound/vehicle/veh_track_shiftout.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_snd_on sound/vehicle/veh_track_on.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_snd_start sound/vehicle/veh_track_on.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_snd_off sound/vehicle/veh_track_off.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_snd_stop sound/vehicle/veh_track_off.wav soundparms 1.5 0.0 1.0 0.0 1000 6000 auto loaded maps "obj dm"
aliascache sdkfz_tread_snd_dirt sound/vehicle/veh_tread_grass.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_tread_snd_stone sound/vehicle/veh_tread_metal.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_tread_snd_grass sound/vehicle/veh_tread_grass.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_tread_snd_wood sound/vehicle/veh_tread_metal.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_tread_snd_mud sound/vehicle/veh_tread_grass.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_snd_doorclose sound/null.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_snd_dooropen sound/null.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
aliascache sdkfz_vehicle_crash1 sound/null.wav soundparms 0.7 0.4 1.0 0.5 100 1600 auto loaded maps "obj dm"


	level waittill prespawn

		//*** Precache Dm Stuff
		exec global/DMprecache.scr
		
		level.script = maps/dm/test_hollywood.scr
		exec global/ambient.scr mohdm1
		exec global/vehicle_thinkers.scr

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

trigger:
//truck prep
$truck loopsound sdkfz_snd_idle
$truck notsolid
local.bind = $bind
local.trigger = $truck_trigger
//actual moving
local.trigger waittill triggered
local.player = parm.other 
local.player physics_off 
local.player tele $bind
local.bind glue $truck
local.player glue $bind  
$truck drive $t1
$truck stoploopsound sdkfz_snd_idle
$truck playsound sdkfz_snd_run
$truck loopsound sdkfz_tread_snd_stone
wait 3
$truck playsound sdkfz_snd_revup
wait 3
$truck playsound sdkfz_snd_shift1
wait 3
$truck playsound sdkfz_snd_stop
wait 1
$truck playsound sdkfz_vehicle_crash1
$player waittill death
$player physics_on
$player unglue $bind
$truck_trigger nottriggerable
remove $truck

Posted: Sun Sep 26, 2004 6:06 pm
by strafer
Use this to put the aliascache in your script:

Code: Select all

local.master = spawn ScriptMaster 
local.master aliascache sdkfz_snd_idle sound/vehicle/veh_track_idle.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto loaded maps "obj dm"
Just do that for all of them and it should work fine.

Posted: Sun Sep 26, 2004 6:09 pm
by Master-Of-Fungus-Foo-D
Hey thanx... i guess i forgot my common sense in my locker at school :P

Posted: Sun Sep 26, 2004 6:13 pm
by strafer
You have to put this into it


local.myalias = spawn script_master
local.myalias aliascache blah blah blah


The script_master must be spawned...I don't see that you put that in your script. This script_master works just fine for me.

*Edit*
Hey thanx... i guess i forgot my common sense in my locker at school
:lol:

No problem.

Posted: Sun Sep 26, 2004 10:51 pm
by lizardkid
also, would it not be better to include another script file with yours? like say a fungus/sound_define.scr script? put the sounds and all that in that folder (fungus, find glbal and put it next to that) and that'll save space and readability. :wink: jsut put the line

Code: Select all

exec fungus/sound_define.scr
after level waittill prespawn i think it is. wherever it is now. :wink:

Posted: Sun Sep 26, 2004 11:52 pm
by Master-Of-Fungus-Foo-D
nah this isnt a ful blown map... its under 1000 square units big! but it does look mighty fine dare i say :) anyway, i have another tinker to do for my map...

I changed the halftrack to a tank, but the tank isnt moving like the halftrack is... i have the same script, execept for i removed the aliases because they were for the HT, and thats preety much all i did.. iew the script yourself...

Code: Select all

[code]// HOLLYWOOD SCRAP
// ARCHITECTURE: CRALOS VIALEZ
// SCRIPTING: CARLOS VIALEZ
// YES IT IS MY NAME LOL
main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Welcome to "
setcvar "g_obj_alliedtext2" "The Hollywood"
setcvar "g_obj_alliedtext3" "Bus Circle"
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" "By FUNGUS"
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm7"

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

$world farplane_color "0.458824 0.458824 0.458824"
level.fogplane = 8000
$world farplane level.fogplane

	level waittill prespawn

		//*** Precache Dm Stuff
		exec global/DMprecache.scr
		
		level.script = maps/dm/test_hollywood.scr
		exec global/ambient.scr mohdm1
		exec global/vehicle_thinkers.scr

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

trigger:
//truck prep
$turret glue $truck
$explosion glue $truck
$truck_trigger nottriggerable
local.bind = $bind
local.trigger = $truck_trigger
//local.player = parm.other 
//local.player physics_off 
//local.player tele $bind
//local.bind glue $truck
//local.player glue $bind  
$truck drive $t1
//remove $truck
the tank wont move... HELP![/code]

Posted: Thu Sep 30, 2004 12:06 am
by Cobra {sfx}
$t1.target = $t2
$truck1 drive $t1
$truck1 waittill drive
$truck1 stop
//do shoot n stuff?
$truck1 remove
thread spawn
end

spawn:
local.truck = spawn vehicle_german_sdkfzafrika "targetname" "truck"
local.truck.origin = ( -1152.00 -104.00 8.00 )
local.truck.angles = ( 0.00 0.00 0.00 )
level.truck.scale = 1.0

maybe?

Posted: Thu Sep 30, 2004 12:23 am
by Master-Of-Fungus-Foo-D
no no the things are already linked in radiant!(man you need to script a bit less lol :wink: )and i got the skdfz to move.. i m trying to get a TANK to move!.... experimentation is annoying and frustrating and can be physically and emotionally stressful in multiple ways: raising blood pressure, frustratin and others are symptoms of over mapping,scripting, or otherwise related to the mapping and or scripting prcesses. Therefore one should get up.. step away.. and why the HECK am i talking like a lawyer?

Posted: Thu Sep 30, 2004 12:27 am
by Cobra {sfx}
The top part of that IS for a tank to move