jm_factory.gsc
------------------------------------------------------------------------------------------------------------------------------
main()
{
//setCullFog (0, 13500, .32, .36, .40, 0);
ambientPlay("ambient_mp_brecourt");
maps\mp\_load::main();
maps\mp\jm_factory_door1::main();
maps\mp\jm_factory_door2::main();
maps\mp\jm_factory_teleporter::main();
maps\mp\jm_factory_platform1::main();
game["allies"] = "american";
game["axis"] = "german";
game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "fallschirmjagergrey";
game["german_soldiervariation"] = "normal";
game["attackers"] = "allies";
game["defenders"] = "axis";
}
jm_factory_door1.gsc
------------------------------------------------------------------------------------------------------------------------------
main()
{
thread door1 ();
}
door1 ()
{
door = getent ("slider", "targetname");
trig = getent ("slidertrig", "targetname");
trig waittill ("trigger");
wait 1;
door movez (113,2,0,0.5);
door waittill ("movedone");
wait 3;
door movez (-113, 2, 0, 0.5);
door waittill ("movedone");
}
jm_factory_door2
------------------------------------------------------------------------------------------------------------------------------
main()
{
thread door2 ();
}
door2 ()
{
door = getent ("slider2", "targetname");
trig = getent ("slidertrig2", "targetname");
trig waittill ("trigger");
wait 1;
door movez (113,2,0,0.5);
door waittill ("movedone");
wait 3;
door movez (-113, 2, 0, 0.5);
door waittill ("movedone");
}
jm_factory_platform1
------------------------------------------------------------------------------------------------------------------------------
main()
{
thread platform1();
}
platform1()
{
platform = getentarray("platform","targetname");
for(i=0;i<platform.size;i++)
platform thread platform_move();
}
platform_move()
{
while(1)
{
self moveY (256, (randomfloat(.5) + 1));
self waittill ("movedone");
self moveY (-256, (randomfloat(.5) + 1));
self waittill ("movedone");
}
}
jm_factory_teleporter
------------------------------------------------------------------------------------------------------------------------------
main()
{
entTeleporter = getentarray("enter","targetname");
if(isdefined(entTeleporter))
{
for(i=0;i<entTeleporter.size;i++)
entTeleporter thread Teleporter();
}
}
Teleporter()
{
while(true)
{
self waittill("trigger",other);
entTarget = getent(self.target, "targetname");
wait 0.01;
other setorigin(entTarget.origin);
other setplayerangles(entTarget.angles);
wait 0.01;
}
}
I used a trigger multipli for the doors but they still open once?
can somebody help me?:)
Error scripting
Moderator: Core Staff
Error scripting
Last edited by barbaar on December 24th, 2006, 7:29 pm, edited 2 times in total.
jumping is not a crime!!
You need to expain what you think is wrong with it - you haven't described why/what didn't work in-game.
I would recommend you use moveto instead of movex/y/z. I would also recommend you put some of them together in one gsc file - so have your main gsc file with the map information, and load the other gsc file/s:
jm_factory.gsc
doors.gsc
Try that and report back 
I would recommend you use moveto instead of movex/y/z. I would also recommend you put some of them together in one gsc file - so have your main gsc file with the map information, and load the other gsc file/s:
jm_factory.gsc
Code: Select all
main()
{
maps\mp\_load::main();
maps\mp\doors::main();
//setCullFog (0, 13500, .32, .36, .40, 0);
ambientPlay("ambient_mp_brecourt");
maps\mp\_load::main();
maps\mp\jm_factory_door1::main();
maps\mp\jm_factory_door2::main();
maps\mp\jm_factory_teleporter::main();
maps\mp\jm_factory_platform1::main();
game["allies"] = "american";
game["axis"] = "german";
game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "fallschirmjagergrey";
game["german_soldiervariation"] = "normal";
game["attackers"] = "allies";
game["defenders"] = "axis";
}
doors.gsc
Code: Select all
main()
{
thread door1();
thread door2();
thread platform1();
thread teleporter();
}
door1()
{
door = getent ("slider ", "targetname");
trig = getent ("slider_trig ", "targetname");
while (1)
{
trig waittill ("trigger");
door moveto ((0,0,113), 2, 0, 0.5);
door waittill ("movedone");
wait (4);
door moveto ((0,0,0), 2, 0, 0.5);
door waittill ("movedone");
}
}
door2()
{
door = getent ("slider2", "targetname");
trig = getent ("slidertrig2", "targetname");
while (1)
{
trig waittill ("trigger");
wait 1;
door moveto ((0,0,113),2,0,0.5);
door waittill ("movedone");
wait 3;
door moveto ((0,0,0), 2, 0, 0.5);
door waittill ("movedone");
}
}
platform1()
{
platform1 = getent ("platform","targetname");
while(1)
{
platform1 moveto ((0,0,256),2);
platform1 waittill ("movedone");
wait(1);
platform1 moveto ((0,0,0),2);
platform1 waittill ("movedone");
}
}
entTeleporter = getentarray("enter","targetname");
if(isdefined(entTeleporter))
{
for(i=0;i<entTeleporter.size;i++)
entTeleporter[i] thread Teleporter();
}
Teleporter()
{
while(true)
{
self waittill("trigger",other);
entTarget = getent(self.target, "targetname");
wait 0.01;
other setorigin(entTarget.origin);
other setplayerangles(entTarget.angles);
wait 0.01;
}
}



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