Elevator script + map Hilfe...
Posted: Thu Feb 03, 2005 5:09 pm
Okay guys, trying to get my elevator to work with the animated trainswitches, with counterweight but without liftdoors and it only travels one floor up/down.
I've looked at various maps, scripts and tutorials and decided the lift script from Wacko's *ihr* (and Krane's) Dorf2 map, it has the counterweight and cables while I tried to implement tltrude's animated trainswitches found on his *your* altelevator map.
Currently when I activate the lower switch MOH is returned to the main screen on the console error: 'ERROR: Command overflow. Possible infinite loop in thread.'
The script is me, hoping to make it work eventhough I'm just trying to understand what Wacko & tltrude exactly did. Sounds & wires not (yet?) used:
I may have made a mistake in mohr but looking around tells me the error probably is caused by inproper use of the 'goto' command. However, I really have no idea how to fix this or how to do it the right way, so I'm hoping one of you guys has some time to take a look at it...
Download Map+Script
Thanks,

Kalti
Btw. distances of lift-travel have not been adjusted to fit the map!
I've looked at various maps, scripts and tutorials and decided the lift script from Wacko's *ihr* (and Krane's) Dorf2 map, it has the counterweight and cables while I tried to implement tltrude's animated trainswitches found on his *your* altelevator map.
Currently when I activate the lower switch MOH is returned to the main screen on the console error: 'ERROR: Command overflow. Possible infinite loop in thread.'
The script is me, hoping to make it work eventhough I'm just trying to understand what Wacko & tltrude exactly did. Sounds & wires not (yet?) used:
Code: Select all
// Venice Lift
// Architecture: Kalti
// Scripting: Kalti
// Lift script used by courtesy of Wacko
// Animated switches as in Altelevator map by tltrude
main:
//*** Scoreboard Messages And Image
setcvar "g_obj_alliedtext1" "Venice"
setcvar "g_obj_alliedtext2" "By Kalti"
setcvar "g_obj_alliedtext3" "Script Test"
setcvar "g_obj_axistext1" "Ahem"
setcvar "g_obj_axistext2" "Visit"
setcvar "g_obj_axistext3" "www.uberclan.com"
setcvar "g_scoreboardpic" "none"
local.master = spawn ScriptMaster
//local.master aliascache [aliasname] [soundfile] soundparms [basevolume] [randvolume] [basepitch] [randpitch] [mindist] [maxdist] [channel] loaded maps "obj dm"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
//exec maps/dm/venice_precache.scr
exec global/door_locked.scr::lock
level.script = maps/dm/elevator.scr
//exec global/ambient.scr venice
//exec global/weather.scr
//exec global/shutter.scr
thread lift_prep
level waittill spawn
end
//*** Elevator ***
lift_prep:
//*** Wires ***
//$el_wire_01 moveUp 340
//$el_wire_01 move
//$el_wire_02 moveUp 540
//$el_wire_02 move
//$el_wire_03 moveUp 740
//$el_wire_03 move
//$el_wire_04 moveUp 940
//$el_wire_04 waitmove
//*** Wires ***
$venice_lifttrigger_up nottriggerable
end
liftup:
$venice_lifttrigger_down anim move
$venice_lifttrigger_up nottriggerable
//$venice_lift loopsound lift_sound
$venice_lift time 6
$venice_lift moveUp 800
$venice_lift move
//*** Wires ***
//$el_wire_01 time 6
//$el_wire_01 moveUp 800
//$el_wire_01 move
//$el_wire_02 time 6
//$el_wire_02 moveUp 600
//$el_wire_02 move
//$el_wire_03 time 6
//$el_wire_03 moveUp 400
//$el_wire_03 move
//$el_wire_04 time 6
//$el_wire_04 moveUp 200
//$el_wire_04 move
//*** Wires ***
$venice_liftweight time 6
$venice_liftweight moveDown 800
$venice_liftweight move
//*** Wires ***
//$we_wire_01 time 6
//$we_wire_01 moveDown 600
//$we_wire_01 move
//$we_wire_02 time 6
//$we_wire_02 moveDown 400
//$we_wire_02 move
//$we_wire_03 time 6
//$we_wire_03 moveDown 200
//$we_wire_03 waitmove
//*** Wires ***
//$venice_lift loopsound liftsound
$venice_lifttrigger_down triggerable
$venice_lifttrigger_down anim idle
goto liftup
end
liftdown:
$venice_lifttrigger_up anim move
$venice_lifttrigger_down nottriggerable
//$lift loopsound lift_sound
$lift time 6
$lift moveDown 800
$lift move
//*** Wires ***
//$el_wire_01 time 6
//$el_wire_01 moveDown 800
//$el_wire_01 move
//$el_wire_02 time 6
//$el_wire_02 moveDown 600
//$el_wire_02 move
//$el_wire_03 time 6
//$el_wire_03 moveDown 400
//$el_wire_03 move
//$el_wire_04 time 6
//$el_wire_04 moveDown 200
//$el_wire_04 move
//*** Wires ***
$venice_liftweight time 6
$venice_liftweight moveUp 800
$venice_liftweight move
//*** Wires ***
//$we_wire_01 time 6
//$we_wire_01 moveUp 600
//$we_wire_01 move
//$we_wire_02 time 6
//$we_wire_02 moveUp 400
//$we_wire_02 move
//$we_wire_03 time 6
//$we_wire_03 moveUp 200
//$we_wire_03 waitmove
//*** Wires ***
//$lift loopsound lift_sound wait
$venice_lifttrigger_up triggerable
$venice_lifttrigger_up anim idle
goto liftdown
end
//*** END Elevator ***
//-----------------------------------------------------------------------------
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
Download Map+Script
Thanks,

Kalti
Btw. distances of lift-travel have not been adjusted to fit the map!
