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How to make a Alarm

Posted: Sun Jan 02, 2005 6:59 pm
by ravage
how to make a alarm ?? i got a check and there in a switch and i got a alarm placed on the wall. if i press on the switch nothing happening i use:


// mymap
// ARCHITECTURE:
// SCRIPTING:

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" ""


end

local.master = spawn ScriptMaster
local.master aliascache train_whistle sound/mechanics/Mec_Alarm_03.wav soundparms 1.0 0.0 1.0 0.0 1024 6000 auto loaded maps "m dm moh obj "


level waittill spawn

thread alarmthread










alarmthread:

$alarmtrigger waittill trigger
$speaker loopsound alarm
$alarmtrigger waittill trigger
$speaker stoploopsound

thread alarmthread

end



sombody plz help ? :roll:

Re: How to make a Alarm

Posted: Sun Jan 02, 2005 7:43 pm
by Rookie One.pl
ravage wrote:local.master aliascache train_whistle sound/mechanics/Mec_Alarm_03.wav soundparms 1.0 0.0 1.0 0.0 1024 6000 auto loaded maps "m dm moh obj "
What train_whistle??? Apart from that, looks OK.

<EDIT>I don't like this 'nested' thread loop. Try a while loop instead:

Code: Select all

alarmthread:
while(1) {
   $alarmtrigger waittill trigger
   $speaker loopsound alarm
   $alarmtrigger waittill trigger
   $speaker stoploopsound
end
}
</EDIT>

Posted: Sun Jan 02, 2005 8:49 pm
by Green Beret
Hows this?

Code: Select all

// mymap
// ARCHITECTURE:
// SCRIPTING:

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" ""

level waittill prespawn

thread alarmthread

exec global/DMprecache.scr
local.master = spawn ScriptMaster
local.master aliascache train_whistle sound/mechanics/Mec_Alarm_03.wav soundparms 1.0 0.0 1.0 0.0 1024 6000 auto loaded 
maps "m dm moh obj "


level waittill spawn

end

alarmthread:

$alarmtrigger waittill trigger
$speaker loopsound train_whistle
wait 1
$alarmtrigger waittill trigger
$speaker stoploopsound

goto alarmthread

end

Posted: Sun Jan 02, 2005 9:13 pm
by At0miC
It should be:

Code: Select all

local.master aliascache alarm sound/mechanics/Mec_Alarm_03.wav soundparms 1.0 0.0 1.0
and you can change it back to:

Code: Select all

$speaker loopsound alarm

Posted: Mon Jan 03, 2005 1:48 pm
by ravage
it still doesnt work...


i got a alarm switch and a trigger_use

on the trigger_use i got :

classname trigger_use
targetname alarmtrigger

on my speaker i got :

classname static_miscobj_alarmbell
model static/alarmbell.tik
origin 8.00 48.00 80.00
scale 1.0
targetname speaker
testanim idle

and i use :

// 1234
// ARCHITECTURE:
// SCRIPTING:

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" ""

level waittill prespawn

thread alarmthread

exec global/1234.scr
local.master aliascache alarm sound/mechanics/Mec_Alarm_03.wav
soundparms 1.0 0.0 1.0 1024 6000 auto loaded
maps "dm moh obj "


level waittill spawn

end

alarmthread:

$alarmtrigger waittill trigger
$speaker loopsound alarm
wait 1
$alarmtrigger waittill trigger
$speaker stoploopsound

goto alarmthread

end


if i press e on the switch nothing happens ... i hear no sound i dont know what i did wrong sombody plz look ?

Posted: Mon Jan 03, 2005 5:23 pm
by Green Beret
your missing this line.put it after waittill prespawn

level.script = maps/dm/mapname.scr

make sure your .scr and the .bsp(mapname)are the same

like

level.script = maps/dm/mymap.scr

and when u save your map,save it as mymap

so the BSP and the SCR are named the same :wink:

Posted: Mon Jan 03, 2005 6:24 pm
by lizardkid
level.script is sorta not needed, i think. if it's reading the script it knows where it is.

Posted: Mon Jan 03, 2005 6:36 pm
by ravage
:cry: :cry: :cry: :cry: it still doenst work what i do wrong???

i choosed the alarm switch i put by that a trigger in it and gave them the things and the script... can someone test the script or ??? if i press e the switch doesnt animate and i hear no sound :roll:

and i got 2 errors:

cant find models/static/alarmbell.mao
couldn't read c:/mygame~1/main/maps/dm/alarmbell.prt

Posted: Mon Jan 03, 2005 7:02 pm
by Green Beret
check your paths and make sure they are correct.
like make sure the .scr is in the maps/dm folder(if TDM)

Code: Select all

// mymap
// ARCHITECTURE:
// SCRIPTING:

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" ""
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" ""

level waittill prespawn

thread alarmthread

exec global/DMprecache.scr
local.master = spawn ScriptMaster
local.master aliascache train_whistle sound/mechanics/Mec_Alarm_03.wav soundparms 1.0 0.0 1.0 0.0 1024 6000 auto loaded
maps "m dm moh obj "


level waittill spawn

end

alarmthread:

$alarmtrigger triggerable
$alarmtrigger waittill trigger
$speaker anim start//or turn
$speaker loopsound train_whistle
$alarmtrigger nottriggerable
wait 1
goto alarm_off

end

alarm_off:

$alarmtrigger triggerable
$alarmtrigger waittill trigger
$speaker anim stop//or off
$speaker stoploopsound
$alarmtrigger nottriggerable
wait 1
goto alarmthread

end 
this is what worked for me,but i still couldnt get the switch to flip up and down,but it did make a sound.

make sure your speaker is a script_object.
to do this,drag out a brush,just a small square.
right click on it,and go to script>object.
next hit N on keyboard and type in the
key model
value static/alarmbell.tik
give it the targetname of speaker,and you should be all set.

Posted: Mon Jan 03, 2005 7:49 pm
by wacko
to solve this, it might be faster to pack the whole stuff (map, bsp, scr) into a pk3 and give us a link?! :)

Posted: Mon Jan 03, 2005 8:20 pm
by ravage
Green berret i added u on msn mabey u can send the file 2 me ??


what i must put on my trigger_use by my switch then ?? i got only there targetname alarmtrigger is that ok?

Posted: Mon Jan 03, 2005 10:02 pm
by lizardkid
well it doesnt animate because there's no line in it to tell it to.

you know, go here. its the tut to do alarms. it's for SP so you can cut out the SP parts pretty much.

Posted: Tue Jan 04, 2005 8:45 am
by ravage
what i must put on my alarm (trigger_use) i got only targetname alarmtrigger i think thats the problem or not? :roll:

Posted: Tue Jan 04, 2005 11:15 am
by Green Beret
is there anyway you can send or post a link to the pk3,or the .map file and .scr file.
i can look at it fix it and send it back :wink:
GreenBeret@wolfbattalion.com

Posted: Tue Jan 04, 2005 11:39 am
by Carnivora
Hi,

Has anyone else tested your map? Can they hear the sounds? I had the same problem once in my map, I couldn`t hear explosions but everyone else could. I still don`t know where the problem was?