Whats the error?
Posted: Fri Nov 12, 2004 9:58 pm
OK, can someone please help me to correct this.
This is the whole script:
The problem appears to be the Level waittill roundstart section, with it as is now i get no problems, while the // is removed the script fails to work. Any ideas on what is causing this?
Also:
I cannot get the script to set work for the locking and unlocking of doors through rcon, i only want people to enter a certain builing when rcon users are around to stop camping. The targetnames for the door are correct so there is obviously somthing else i need in, if the bsp is needed i can also supply this.
Any help will be appreciated.
Thanks
This is the whole script:
// Comms Bunker
// ARCHITECTURE: billandben
// SCRIPTING: billandben
setcvar "g_obj_alliedtext1" "We need to distrupt"
setcvar "g_obj_alliedtext2" "their communications"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Protect the dish"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" ""
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/obj/obj_lol_CommsBunker.scr
exec global/ambient.scr m5l1b
thread global/exploder.scr::main
$world farplane 2750
$world farplane_color (0.333 0.333 0.333)
$door1_nopulse hide
$door1_off hide
$door2_nopulse hide
$door3_nopulse hide
$b_pipe1 anim hide
level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 1
level.bomb_damage = 200
level.bomb_explosion_radius = 2048
level.dmrespawning = 0
level.dmroundlimit = 5
level.clockside = axis
thread rowboat_prep
//thread open_piano_lid
exec global/door_locked.scr::lock
level waittill spawn
$church_door lock
level.church = getcvar church
if (level.church == "lock")
$church_door lock
if (level.church == "unlock")
$church_door unlock
//Level waittill roundstart
$radar_bomb thread global/obj_dm.scr::bomb_thinker
thread allies_win_bomb
$radar_bomb thread axis_win_timer
thread bombs_setup
thread remove_radar
end
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
end
axis_win_timer:
level waittill axiswin
end
bombs_setup:
thread bomb1_start
thread bomb2_start
thread bomb3_start
end
bomb1_start:
while(1)
{
$door1_trigger waittill trigger
local.player = parm.other
if (local.player.dmteam != axis)
{
goto door1
}
}
end
door1:
$door1_trigger playsound plantbomb
$door1_nopulse show
$door1_pulse hide
local.player = parm.other
local.player stopwatch 5
$door1_nopulse playsound plantbomb
wait .5
$door1_nopulse loopsound final_countdown
wait 5
$door1_nopulse stoploopsound
radiusdamage $door1_nopulse.origin 120 256
thread jitter_large
$door1_explosion_fx anim start
$door1 remove
$door1_off show
$door1_nopulse remove
$door1_pulse remove
iprintlnbold "Allies have gained access to the passages"
end
bomb2_start:
while(1)
{
$door2_trigger waittill trigger
local.player = parm.other
if (local.player.dmteam != axis)
{
goto door2
}
}
end
door2:
$door2_trigger playsound plantbomb
$door2_nopulse show
$door2_pulse hide
local.player = parm.other
local.player stopwatch 5
$door2_nopulse playsound plantbomb
wait .5
$door2_nopulse loopsound final_countdown
wait 5
$door2_nopulse stoploopsound
radiusdamage $door1_nopulse.origin 120 256
thread jitter_large
$door2_explosion_fx anim start
$door2 remove
$door2_nopulse remove
$door2_pulse remove
$door2_trigger remove
$b_pipe2 anim start
iprintlnbold "The allies have blown a hole in the ground"
end
bomb3_start:
while(1)
{
$door3_trigger waittill trigger
local.player = parm.other
if (local.player.dmteam != axis)
{
goto door3
}
}
end
door3:
$door3_trigger playsound plantbomb
$door3_nopulse show
$door3_pulse hide
local.player = parm.other
local.player stopwatch 5
wait .5
$door3_nopulse loopsound final_countdown
wait 5
$door3_nopulse stoploopsound
radiusdamage $door3_nopulse.origin 120 256
thread jitter_large
$door3_explosion_fx anim start
$door3 remove
$door3_nopulse remove
$door3_pulse remove
$door3_trigger remove
$b_pipe3 anim start
iprintlnbold "The allies have blown a hole in the ground"
end
jitter_large:
waitexec global/earthquake.scr .35 10 0 0
waitexec global/earthquake.scr .23 6 0 0
waitexec global/earthquake.scr 1 1 0 0
waitexec global/earthquake.scr 1.25 .3 0 1
end
remove_radar:
while !($radar_bomb.exploded) {
waitframe
}
$radar remove
end
rowboat_prep:
$row_boat_ores bind $row_boat
$row_boat speed 100
goto rowboat_move
rowboat_move:
$row_boat_trigger waittill trigger
$row_boat_ores rotatez -360
wait .5
$row_boat moveto waypoint_rb_2
$row_boat waitmove
$row_boat moveto waypoint_rb_1
$row_boat waitmove
$row_boat_ores rotatez 360
$row_boat_ores stop
goto rowboat_move
end
//open_piano_lid:
while(true) {
$piano waitTill trigger
$piano nottriggerable
$piano playsound moh_piano
wait 8
$piano triggerable
}
end
The problem appears to be the Level waittill roundstart section, with it as is now i get no problems, while the // is removed the script fails to work. Any ideas on what is causing this?
Also:
I cannot get the script to set work for the locking and unlocking of doors through rcon, i only want people to enter a certain builing when rcon users are around to stop camping. The targetnames for the door are correct so there is obviously somthing else i need in, if the bsp is needed i can also supply this.
Any help will be appreciated.
Thanks