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HDL_CinC_Dragon
Brigadier General
Posts: 574 Joined: Mon Dec 22, 2003 8:32 pm
Post
by HDL_CinC_Dragon » Wed Nov 24, 2004 7:18 pm
Hey guys, me and my friend are working on this map and he wrote a script for a cannon that allies place a bomb and blow it up and I wrote a script for the elevator (both of which work) but when i tried to merge the two scripts into one, only my elevator works... so i was wondering if one of you scripters could possibly do it for me?
flak script:
Code: Select all
main:
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/obj/flakk88.scr
exec global/ambient.scr m4l1
exec global/door_locked.scr::lock
setcvar "g_obj_alliedtext1" "Destroy the Flakk88"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Prevent Allies from"
setcvar "g_obj_axistext2" "destroying the Flak88"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
level waittill spawn
level.bomb_damage = 200
level.bomb_explosion_radius = 640
level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 1
level.dmrespawning = 1
level.dmroundlimit = 15
level.clockside = axis
level waittill roundstart
$flak88_explosive1 thread global/obj_dm.scr::bomb_thinker
$flak88_explosive1 thread axis_win_timer
thread allies_win_bomb
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
end
//*** --------------------------------------------
//*** "Allied Victory"
//*** --------------------------------------------
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
end
Code: Select all
main:
level waittill spawn
setcvar "g_obj_alliedtext1" "Territory"
setcvar "g_obj_alliedtext2" "Made by:"
setcvar "g_obj_alliedtext3" "Rob and Steve" //Mainly steve, I (Rob) just added some stuff for him... this script is mine :)
setcvar "g_obj_axistext1" "TS server IP:"
setcvar "g_obj_axistext2" "68.37.13.142:8767"
setcvar "g_obj_axistext3" "Enjoy the map!"
setcvar "g_scoreboardpic" "none" //picture that shows up in the little box on the ingame menu when u press 'tab'
$world northyaw 90 //shows where the little needle on your compass points
thread controls
end
controls:
local.light = $el
local.door = $ed
local.trigger = $et
local.switch = $es
local.elevator = $e
local.light bind local.elevator
local.door bind local.elevator
local.switch bind local.elevator
local.trigger bind local.elevator
local.elevator time 8
while(1)
{
local.trigger waittill trigger
local.switch anim move
local.trigger nottriggerable
wait 1
local.door movedown 128
wait 3
local.elevator loopsound Mec_ElevatorRun_01
local.elevator moveup 1498
local.elevator waitmove
local.elevator stoploopsound
wait 3
local.door moveup 128
wait 2
local.switch anim move
local.trigger triggerable
local.trigger waittill trigger
local.switch anim move
local.trigger nottriggerable
wait 1
local.door movedown 128
wait 3
local.elevator loopsound Mec_ElevatorRun_01
local.elevator movedown 1498
local.elevator waitmove
local.elevator stoploopsound
wait 3
local.door moveup 128
wait 2
local.switch anim move
local.trigger triggerable
waitframe
}
end
Thnx
Phil {sfx}
Sergeant
Posts: 67 Joined: Thu Sep 30, 2004 2:08 pm
Location: uk
Contact:
Post
by Phil {sfx} » Thu Nov 25, 2004 10:52 am
main:
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/obj/flakk88.scr //is your map called flak88.bsp
exec global/ambient.scr m4l1
exec global/door_locked.scr::lock
setcvar "g_obj_alliedtext1" "Destroy the Flakk88"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Prevent Allies from"
setcvar "g_obj_axistext2" "destroying the Flak88"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
level waittill spawn
thread controls
level.bomb_damage = 200
level.bomb_explosion_radius = 640
level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 1
level.dmrespawning = 1
level.dmroundlimit = 15
level.clockside = axis
level waittill roundstart
$flak88_explosive1 thread global/obj_dm.scr::bomb_thinker
$flak88_explosive1 thread axis_win_timer
thread allies_win_bomb
end
axis_win_timer:
level waittill axiswin
end
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
end
controls:
local.light = $el
local.door = $ed
local.trigger = $et
local.switch = $es
local.elevator = $e
local.light bind local.elevator
local.door bind local.elevator
local.switch bind local.elevator
local.trigger bind local.elevator
local.elevator time 8
while(1)
{
local.trigger waittill trigger
local.switch anim move
local.trigger nottriggerable
wait 1
local.door movedown 128
wait 3
local.elevator loopsound Mec_ElevatorRun_01
local.elevator moveup 1498
local.elevator waitmove
local.elevator stoploopsound
wait 3
local.door moveup 128
wait 2
local.switch anim move
local.trigger triggerable
local.trigger waittill trigger
local.switch anim move
local.trigger nottriggerable
wait 1
local.door movedown 128
wait 3
local.elevator loopsound Mec_ElevatorRun_01
local.elevator movedown 1498
local.elevator waitmove
local.elevator stoploopsound
wait 3
local.door moveup 128
wait 2
local.switch anim move
local.trigger triggerable
waitframe
}
end
/*
Thats correct, if they worked before seperate they should do togethor now.
I have had a quick look threw it and couldn't see anything that should stop one from working. If anything i'd of thought some of the bomb thinker code might have been conflicting but it appears not to be.
O'h'well try it & let us know what happens? If one doesnt work this time, log the console and paste it here.
NOTE: two players need to be in the game for the obj bomb-thinker to start, cos its after level waittill roundstart.
*/
Goldeneye090
Colour Sergeant
Posts: 79 Joined: Mon May 10, 2004 10:11 pm
Post
by Goldeneye090 » Thu Nov 25, 2004 12:59 pm
THANK YOU!!! Both scripts worked perfectly. It was actually suppose to be territory.scr cuz it's saved as territory.bsp. I made the change myself before I tested with the script. All is well now
One thing I've been tryin to figure out is how I could plant the bomb as an allied force with no one else in there....for some reason even though it's scripted as an OBJ map and I compile it as an OBJ map, it shows up under TDM and plays TDM-based instead...I'll get it eventually.
Thank you so much!!!
agentmad007
Brigadier General
Posts: 570 Joined: Tue Feb 24, 2004 3:52 pm
Post
by agentmad007 » Thu Nov 25, 2004 3:31 pm
not sure if i well understood but if you'd like to test your bomb alone , you should skip the level waittill roundstart.
write it
then you can test alone.
Goldeneye090
Colour Sergeant
Posts: 79 Joined: Mon May 10, 2004 10:11 pm
Post
by Goldeneye090 » Thu Nov 25, 2004 3:45 pm
The two scripts were suppose to run at the same time, not 1 or the other, that was the problem...the Flak88 only worked when its script was seperated from the elevator script...But it's ok now
Thanks though,
GoldenEye
agentmad007
Brigadier General
Posts: 570 Joined: Tue Feb 24, 2004 3:52 pm
Post
by agentmad007 » Thu Nov 25, 2004 3:57 pm
ouch okay sorry
One thing I've been tryin to figure out is how I could plant the bomb as an allied force with no one else in there
thought you wanted also to test the bomb alone.....
Green Beret
Major General
Posts: 746 Joined: Mon Apr 19, 2004 12:21 pm
Contact:
Post
by Green Beret » Thu Nov 25, 2004 4:19 pm
i know this sounds stupid,but did u put it in the maps/OBJ folder?
Goldeneye090
Colour Sergeant
Posts: 79 Joined: Mon May 10, 2004 10:11 pm
Post
by Goldeneye090 » Thu Nov 25, 2004 4:48 pm
Yes, I've saved/compiled from the Mainta/Maps/OBJ folder...also tried it in the DM...they both seem the same...Must be missing a line in the script for objective based maps because everything in Radiant is ok. If anyone knows how to make a map go from TDM to OBJ through our script that wud be helpful...here's the script so far thanks to Phil:
main:
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/obj/territory.scr
exec global/ambient.scr m4l1
exec global/door_locked.scr::lock
setcvar "g_obj_alliedtext1" "Destroy the Flakk88"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Prevent Allies from"
setcvar "g_obj_axistext2" "destroying the Flak88"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "none"
level waittill spawn
thread controls
level.bomb_damage = 200
level.bomb_explosion_radius = 640
level.defusing_team = "axis"
level.planting_team = "allies"
level.targets_to_destroy = 1
level.dmrespawning = 1
level.dmroundlimit = 15
level.clockside = axis
level waittill roundstart
$flak88_explosive1 thread global/obj_dm.scr::bomb_thinker
$flak88_explosive1 thread axis_win_timer
thread allies_win_bomb
end
axis_win_timer:
level waittill axiswin
end
allies_win_bomb:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
end
controls:
local.light = $el
local.door = $ed
local.trigger = $et
local.switch = $es
local.elevator = $e
local.light bind local.elevator
local.door bind local.elevator
local.switch bind local.elevator
local.trigger bind local.elevator
local.elevator time 8
while(1)
{
local.trigger waittill trigger
local.switch anim move
local.trigger nottriggerable
wait 1
local.door movedown 128
wait 3
local.elevator loopsound Mec_ElevatorRun_01
local.elevator moveup 1498
local.elevator waitmove
local.elevator stoploopsound
wait 3
local.door moveup 128
wait 2
local.switch anim move
local.trigger triggerable
local.trigger waittill trigger
local.switch anim move
local.trigger nottriggerable
wait 1
local.door movedown 128
wait 3
local.elevator loopsound Mec_ElevatorRun_01
local.elevator movedown 1498
local.elevator waitmove
local.elevator stoploopsound
wait 3
local.door moveup 128
wait 2
local.switch anim move
local.trigger triggerable
waitframe
}
end
Goldeneye090
Colour Sergeant
Posts: 79 Joined: Mon May 10, 2004 10:11 pm
Post
by Goldeneye090 » Thu Nov 25, 2004 6:56 pm
OmG...it was the dumbest reason...the map was saved as territory.map instead of obj_territory.map....lol oops, it works now
HDL_CinC_Dragon
Brigadier General
Posts: 574 Joined: Mon Dec 22, 2003 8:32 pm
Post
by HDL_CinC_Dragon » Sat Dec 04, 2004 5:14 am
Well, now that my good friend goldeneye took care of the other script problems we had on this map (very many). Thanx for everyones help, everything works great. Special thanks from me to JV_Map for the most help on my problems and a special thanks from me and Goldeneye to Green Beret for his overtime work on AOL instant messanger. Everyone else who helped we thank you too! Hopefully I wont need any more help (even though i know i will) so uhhhhh ya. Cya whenever!