My problem: I'm working on a deathrun map and I'm constantly having problems with the script. I just don't know how to have multiple scripts for each trap and other stuff. I have a door and I added a script and it works. But when I added my trap, I added the new trap script to the .gsc file where I have my door script and nothing seems to work- only the door not the trap/s. (I want at least 10 traps but don't know how to handle the scripting)
THE SCRIPT:
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
main()
{
maps\mp\_load::main();
thread lift();
thread lift1();
}
lift()
{
lift=getent("lift","targetname");
lift_trigger=getent("lift_trigger","targetname");
while(1)
{
lift_trigger waittill ("trigger");
lift movez (180,4,1,1);
wait(60);
lift movez (-0,4,1,1);
wait(2);
}
}
lift1()
{
lift1=getent("lift1","targetname");
lift_trigger2=getent("lift_trigger2","targetname");
while(1)
{
lift_trigger2 waittill ("trigger");
lift1 movey (-136,4,1,1);
wait(5);
lift1 movey (136,4,1,1);
wait(2);
}
}
I don't know what's wrong with it, I know absolutely nothing about scripting (I just followed a tutorial)
So, do I have to make a new .gsc file for each trap then? I have tried that, but it said I needed to replace the doors script file with the one I want to put.
I really need some help, because I have been looking for help online but didn't find any useful info.
I have another problem I just rage of: When I Compile BSP, compile reflections, build fast file, update zone file (save) and when I test my map, nothing that I added appears. The old things are there but not the new stuff I added. I tried EVERYTHING (Believe me, everything!) but..... no......
Thank you for answering and sorry if this was too long and annoying. I just need help because no one wants/can to help me with my problem!
How to make multiple scripts for deathrun map?
Moderator: Core Staff
Re: How to make multiple scripts for deathrun map?
Hello jumpeer,
I took a look at your script and changed it a little bit. It should work fine now. Note: I haven't tested the script.
About the compile error.
Are there any errors while compiling? If the problem still occurs, copy and paste the compile log so I can look for any errors.
Stagox
I took a look at your script and changed it a little bit. It should work fine now. Note: I haven't tested the script.
Code: Select all
/* I never use this.
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
*/
main()
{
maps\mp\_load::main();
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";
setdvar("compassmaxrange","1800");
thread lift();
thread lift1();
}
lift()
{
platform = getEnt("lift","targetname");
lift_trigger = getEnt("lift_trigger","targetname");
while(1)
{
lift_trigger waittill("trigger", player);
platform moveZ(180,4,1,1);
platform waittill("movedone");
//wait 5; How long the platform should stay still before it goes back again.
platform moveZ(-0,4,1,1); //I'm not sure if this is what you've wanted, or if it's a mistake: -0 should be -180?
platform waittill("movedone");
//wait 2; //Time before you can use the trigger again.
}
}
lift1()
{
platform = getEnt("lift1","targetname");
lift_trigger = getEnt("lift_trigger2","targetname");
while(1)
{
lift_trigger waittill("trigger");
platform moveY(-136,4,1,1);
platform waittill("movedone");
//wait 5; How long the platform should stay still before it goes back again.
platform moveY(136,4,1,1);
platform waittill("movedone");
//wait 2; //Time before you can use the trigger again.
}
}
Are there any errors while compiling? If the problem still occurs, copy and paste the compile log so I can look for any errors.
Stagox
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