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Script merge

Posted: Wed Nov 24, 2004 7:18 pm
by HDL_CinC_Dragon
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

Posted: Thu Nov 25, 2004 10:52 am
by Phil {sfx}
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.
*/

Map Scripts

Posted: Thu Nov 25, 2004 12:59 pm
by Goldeneye090
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!!!

Posted: Thu Nov 25, 2004 3:31 pm
by agentmad007
not sure if i well understood but if you'd like to test your bomb alone , you should skip the level waittill roundstart.

Code: Select all

level waittill roundstart
write it

Code: Select all

//level waittill roundstart
then you can test alone.

custom maps

Posted: Thu Nov 25, 2004 3:45 pm
by Goldeneye090
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

Posted: Thu Nov 25, 2004 3:57 pm
by agentmad007
:oops: ouch okay sorry :oops: :oops: :oops:
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.....

Posted: Thu Nov 25, 2004 4:19 pm
by Green Beret
i know this sounds stupid,but did u put it in the maps/OBJ folder?

Custom Maps

Posted: Thu Nov 25, 2004 4:48 pm
by Goldeneye090
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

custom maps

Posted: Thu Nov 25, 2004 6:56 pm
by Goldeneye090
OmG...it was the dumbest reason...the map was saved as territory.map instead of obj_territory.map....lol oops, it works now :)

Posted: Fri Nov 26, 2004 12:41 am
by Green Beret
it happens :lol:

Posted: Sat Dec 04, 2004 5:14 am
by HDL_CinC_Dragon
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! :D

Posted: Sat Dec 04, 2004 7:14 am
by Green Beret
:wink:

...

Posted: Sat Dec 04, 2004 1:02 pm
by Goldeneye090
:D