abort_if_equal


(LaggingTom) #1

I’m not sure if I’m using it wrong, but abort_if_equal doesn’t seem to work.

	trigger random
	{
		globalaccum 0 trigger_if_equal 3 bull end
		globalaccum 0 abort_if_equal 3
		accum 0 random 8
		accum 0 trigger_if_equal 0 bullseye0 show
		accum 0 trigger_if_equal 1 bullseye1 show
		accum 0 trigger_if_equal 2 bullseye2 show
		accum 0 trigger_if_equal 3 bullseye3 show
		accum 0 trigger_if_equal 4 bullseye4 show
		accum 0 trigger_if_equal 5 bullseye5 show
		accum 0 trigger_if_equal 6 bullseye6 show
		accum 0 trigger_if_equal 7 bullseye7 show
	}

I know that globalaccum 0 gets set to 3 because bull end is triggered. Any clues?


(nUllSkillZ) #2

May be it’s a good idea to post the whole script and to describe what you want to achieve.


(LaggingTom) #3

Okay, it’s a long script through. The idea is that I have an MG in the middle, and it shoots at bullseye. Globalaccum 0 set to 3 means the game should end, due to missing three targets. They pop up and then they dissappear. It’s like a minigame for a map I’m making. Anyway, here’s the script:

//////////////////////////////////////////
///////////////////Bull///////////////////
//////////////////////////////////////////

bull
{
	trigger reset
	{
		accum 0 set 0
		accum 1 set 0
		globalaccum 0 set 0
		setstate bullseye0 invisible
		setstate bullseye1 invisible
		setstate bullseye2 invisible
		setstate bullseye3 invisible
		setstate bullseye4 invisible
		setstate bullseye5 invisible
		setstate bullseye6 invisible
		setstate bullseye7 invisible
		setstate bullseye8 invisible
		trigger bull_numbers 00
	}
	
	trigger random
	{
		globalaccum 0 trigger_if_equal 3 bull end
		globalaccum 0 abort_if_equal 3
		accum 0 random 8
		accum 0 trigger_if_equal 0 bullseye0 show
		accum 0 trigger_if_equal 1 bullseye1 show
		accum 0 trigger_if_equal 2 bullseye2 show
		accum 0 trigger_if_equal 3 bullseye3 show
		accum 0 trigger_if_equal 4 bullseye4 show
		accum 0 trigger_if_equal 5 bullseye5 show
		accum 0 trigger_if_equal 6 bullseye6 show
		accum 0 trigger_if_equal 7 bullseye7 show
	}
	
	trigger inc
	{
		accum 1 inc 1
		accum 1 trigger_if_equal 0 bull_numbers 00
		accum 1 trigger_if_equal 1 bull_numbers 01
		accum 1 trigger_if_equal 2 bull_numbers 02
		accum 1 trigger_if_equal 3 bull_numbers 03
		accum 1 trigger_if_equal 4 bull_numbers 04
		accum 1 trigger_if_equal 5 bull_numbers 05
		accum 1 trigger_if_equal 6 bull_numbers 06
		accum 1 trigger_if_equal 7 bull_numbers 07
		accum 1 trigger_if_equal 8 bull_numbers 08
		accum 1 trigger_if_equal 9 bull_numbers 09
		accum 1 trigger_if_equal 10 bull_numbers 10
		accum 1 trigger_if_equal 11 bull_numbers 11
		accum 1 trigger_if_equal 12 bull_numbers 12
		accum 1 trigger_if_equal 13 bull_numbers 13
		accum 1 trigger_if_equal 14 bull_numbers 14
		accum 1 trigger_if_equal 15 bull_numbers 15
		accum 1 trigger_if_equal 16 bull_numbers 16
		accum 1 trigger_if_equal 17 bull_numbers 17
		accum 1 trigger_if_equal 18 bull_numbers 18
		accum 1 trigger_if_equal 19 bull_numbers 19
		accum 1 trigger_if_equal 20 bull win
	}
	
	trigger win
	{
		wm_announce "You reached 20!"
		wm_announce "You win!"
		trigger bull reset
	}
	
	trigger end
	{
		wm_announce "Three strikes!"
		wm_announce "Game over."
		trigger bull reset
	}
}		

bullsye_block
{
	spawn
	{
		wait 200
		gotomarker bullseye_block_up 100000
	}
	
	trigger block
	{
		gotomarker bullseye_block_up 100000
	}
	
	trigger unblock
	{
		gotomarker bullseye_block_down 100000
	}
}

bullseye0
{
	spawn
	{
		wait 200
		setstate bullseye0 invisible
	}
	
	pain
	{
		setstate bullseye0 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye0 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye0 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye0 invisible
		trigger bull random
	}
}

bullseye1
{
	spawn
	{
		wait 200
		setstate bullseye1 invisible
	}
	
	pain
	{
		setstate bullseye1 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye1 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye1 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye1 invisible
		trigger bull random
	}
}

bullseye2
{
	spawn
	{
		wait 200
		setstate bullseye2 invisible
	}
	
	pain
	{
		setstate bullseye2 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye2 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye2 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye2 invisible
		trigger bull random
	}
}

bullseye3
{
	spawn
	{
		wait 200
		setstate bullseye3 invisible
	}
	
	pain
	{
		setstate bullseye3 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye3 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye3 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye3 invisible
		trigger bull random
	}
}

bullseye4
{
	spawn
	{
		wait 200
		setstate bullseye4 invisible
	}
	
	pain
	{
		setstate bullseye4 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye4 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye4 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye4 invisible
		trigger bull random
	}
}

bullseye5
{
	spawn
	{
		wait 200
		setstate bullseye5 invisible
	}
	
	pain
	{
		setstate bullseye5 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye5 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye5 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye5 invisible
		trigger bull random
	}
}

bullseye6
{
	spawn
	{
		wait 200
		setstate bullseye6 invisible
	}
	
	pain
	{
		setstate bullseye6 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye6 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye6 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye6 invisible
		trigger bull random
	}
}

bullseye7
{
	spawn
	{
		wait 200
		setstate bullseye7 invisible
	}
	
	pain
	{
		setstate bullseye7 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye7 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye7 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye7 invisible
		trigger bull random
	}
}

bullseye8
{
	spawn
	{
		wait 200
		setstate bullseye8 invisible
	}
	
	pain
	{
		setstate bullseye8 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye8 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye8 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye8 invisible
		trigger bull random
	}
}

bull_num_00
{
	spawn
	{
		wait 200
		setstate bull_num_00 default
	}
}

bull_num_10
{
	spawn
	{
		wait 200
		setstate bull_num_10 default
	}
}

bull_num_0
{
	spawn
	{
		wait 200
		setstate bull_num_0 default
	}
}

bull_num_01
{
	spawn
	{
		wait 200
		setstate bull_num_01 default
	}
}

bull_num_02
{
	spawn
	{
		wait 200
		setstate bull_num_02 default
	}
}

bull_num_03
{
	spawn
	{
		wait 200
		setstate bull_num_03 default
	}
}

bull_num_04
{
	spawn
	{
		wait 200
		setstate bull_num_05 default
	}
}

bull_num_05
{
	spawn
	{
		wait 200
		setstate bull_num_05 default
	}
}

bull_num_06
{
	spawn
	{
		wait 200
		setstate bull_num_06 default
	}
}

bull_num_07
{
	spawn
	{
		wait 200
		setstate bull_num_07 default
	}
}

bull_num_08
{
	spawn
	{
		wait 200
		setstate bull_num_08 default
	}
}

bull_num_09
{
	spawn
	{
		wait 200
		setstate bull_num_09 default
	}
}

bull_numbers
{
	00
	{
		setstate bull_num_00 default
		setstate bull_num_10 invisible
		
		setstate bull_num_0 default
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	01
	{
		setstate bull_num_00 default
		setstate bull_num_10 invisible
		
		setstate bull_num_0 invisible
		setstate bull_num_01 default
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	02
	{
		setstate bull_num_00 default
		setstate bull_num_10 invisible
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 default
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	03
	{
		setstate bull_num_00 default
		setstate bull_num_10 invisible
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 default
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	04
	{
		setstate bull_num_00 default
		setstate bull_num_10 invisible
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 default
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	05
	{
		setstate bull_num_00 default
		setstate bull_num_10 invisible
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 default
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	06
	{
		setstate bull_num_00 default
		setstate bull_num_10 invisible
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 default
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	07
	{
		setstate bull_num_00 default
		setstate bull_num_10 invisible
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 default
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	08
	{
		setstate bull_num_00 default
		setstate bull_num_10 invisible
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 default
		setstate bull_num_09 invisible
	}
	
	09
	{
		setstate bull_num_00 default
		setstate bull_num_10 invisible
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 default
	}
	
	10
	{
		setstate bull_num_00 invisible
		setstate bull_num_10 default
		
		setstate bull_num_0 default
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	11
	{
		setstate bull_num_00 invisible
		setstate bull_num_10 default
		
		setstate bull_num_0 invisible
		setstate bull_num_01 default
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	12
	{
		setstate bull_num_00 invisible
		setstate bull_num_10 default
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 default
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	13
	{
		setstate bull_num_00 invisible
		setstate bull_num_10 default
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 default
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	14
	{
		setstate bull_num_00 invisible
		setstate bull_num_10 default
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 default
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	15
	{
		setstate bull_num_00 invisible
		setstate bull_num_10 default
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 default
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	16
	{
		setstate bull_num_00 invisible
		setstate bull_num_10 default
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 default
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	17
	{
		setstate bull_num_00 invisible
		setstate bull_num_10 default
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 default
		setstate bull_num_08 invisible
		setstate bull_num_09 invisible
	}
	
	18
	{
		setstate bull_num_00 invisible
		setstate bull_num_10 default
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 default
		setstate bull_num_09 invisible
	}
	
	19
	{
		setstate bull_num_00 invisible
		setstate bull_num_10 default
		
		setstate bull_num_0 invisible
		setstate bull_num_01 invisible
		setstate bull_num_02 invisible
		setstate bull_num_03 invisible
		setstate bull_num_04 invisible
		setstate bull_num_05 invisible
		setstate bull_num_06 invisible
		setstate bull_num_07 invisible
		setstate bull_num_08 invisible
		setstate bull_num_09 default
	}
}

The bull_numbers are numbers that I’ve made, yet for some reason, they all display at once, and I can’t figure how to set them to show/hide. Since apparently, this doesn’t work. But that’s a seperate problem.


(nUllSkillZ) #4

First thing I’ve seen:
You have to add “trigger” to the “bull_numbers”:


//...
bull_numbers
{
	trigger 00
	{
		//...


(LaggingTom) #5

Hah. I’m smart.


(LaggingTom) #6

I added a trigger_always and a target_script_trigger that gets triggered by it, just so I can have my fake entities spawn correctly. Anyway, the numbers work, but the game still won’t end. Any ideas?

New Script:

//////////////////////////////////////////
///////////////////Bull///////////////////
//////////////////////////////////////////

bull
{
	spawn
	{
		wait 200
	}
	
	trigger reset
	{
		accum 0 set 0
		accum 1 set 0
		globalaccum 0 set 0
		setstate bullseye0 invisible
		setstate bullseye1 invisible
		setstate bullseye2 invisible
		setstate bullseye3 invisible
		setstate bullseye4 invisible
		setstate bullseye5 invisible
		setstate bullseye6 invisible
		setstate bullseye7 invisible
		setstate bullseye8 invisible
		trigger bull_numbers 00
	}
	
	trigger random
	{
		globalaccum 0 trigger_if_equal 3 bull end
		globalaccum 0 abort_if_equal 3
		accum 0 random 8
		accum 0 trigger_if_equal 0 bullseye0 show
		accum 0 trigger_if_equal 1 bullseye1 show
		accum 0 trigger_if_equal 2 bullseye2 show
		accum 0 trigger_if_equal 3 bullseye3 show
		accum 0 trigger_if_equal 4 bullseye4 show
		accum 0 trigger_if_equal 5 bullseye5 show
		accum 0 trigger_if_equal 6 bullseye6 show
		accum 0 trigger_if_equal 7 bullseye7 show
	}
	
	trigger inc
	{
		accum 1 inc 1
		accum 1 trigger_if_equal 0 bull_numbers 00
		accum 1 trigger_if_equal 1 bull_numbers 01
		accum 1 trigger_if_equal 2 bull_numbers 02
		accum 1 trigger_if_equal 3 bull_numbers 03
		accum 1 trigger_if_equal 4 bull_numbers 04
		accum 1 trigger_if_equal 5 bull_numbers 05
		accum 1 trigger_if_equal 6 bull_numbers 06
		accum 1 trigger_if_equal 7 bull_numbers 07
		accum 1 trigger_if_equal 8 bull_numbers 08
		accum 1 trigger_if_equal 9 bull_numbers 09
		accum 1 trigger_if_equal 10 bull_numbers 10
		accum 1 trigger_if_equal 11 bull_numbers 11
		accum 1 trigger_if_equal 12 bull_numbers 12
		accum 1 trigger_if_equal 13 bull_numbers 13
		accum 1 trigger_if_equal 14 bull_numbers 14
		accum 1 trigger_if_equal 15 bull_numbers 15
		accum 1 trigger_if_equal 16 bull_numbers 16
		accum 1 trigger_if_equal 17 bull_numbers 17
		accum 1 trigger_if_equal 18 bull_numbers 18
		accum 1 trigger_if_equal 19 bull_numbers 19
		accum 1 trigger_if_equal 20 bull win
	}
	
	trigger win
	{
		wm_announce "You reached 20!"
		wm_announce "You win!"
		trigger bull reset
	}
	
	trigger end
	{
		wm_announce "Three strikes!"
		wm_announce "Game over."
		trigger bull reset
	}
	
	trigger hit
	{
		trigger bullseye_trigger off
		trigger bull random
	}
}		

bullseye_trigger
{
	spawn
	{
		wait 100
		setstate bullsye_trigger default
	}
	
	trigger off
	{
		setstate bullseye_trigger invisible
	}
	
	trigger on
	{
		setstate bullseye_trigger default
	}
}

bullsye_block
{
	spawn
	{
		wait 200
		gotomarker bullseye_block_up 100000
	}
	
	trigger block
	{
		gotomarker bullseye_block_up 100000
	}
	
	trigger unblock
	{
		gotomarker bullseye_block_down 100000
	}
}

bullseye0
{
	spawn
	{
		wait 200
		setstate bullseye0 invisible
	}
	
	pain
	{
		setstate bullseye0 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye0 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye0 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye0 invisible
		trigger bull random
	}
}

bullseye1
{
	spawn
	{
		wait 200
		setstate bullseye1 invisible
	}
	
	pain
	{
		setstate bullseye1 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye1 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye1 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye1 invisible
		trigger bull random
	}
}

bullseye2
{
	spawn
	{
		wait 200
		setstate bullseye2 invisible
	}
	
	pain
	{
		setstate bullseye2 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye2 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye2 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye2 invisible
		trigger bull random
	}
}

bullseye3
{
	spawn
	{
		wait 200
		setstate bullseye3 invisible
	}
	
	pain
	{
		setstate bullseye3 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye3 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye3 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye3 invisible
		trigger bull random
	}
}

bullseye4
{
	spawn
	{
		wait 200
		setstate bullseye4 invisible
	}
	
	pain
	{
		setstate bullseye4 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye4 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye4 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye4 invisible
		trigger bull random
	}
}

bullseye5
{
	spawn
	{
		wait 200
		setstate bullseye5 invisible
	}
	
	pain
	{
		setstate bullseye5 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye5 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye5 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye5 invisible
		trigger bull random
	}
}

bullseye6
{
	spawn
	{
		wait 200
		setstate bullseye6 invisible
	}
	
	pain
	{
		setstate bullseye6 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye6 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye6 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye6 invisible
		trigger bull random
	}
}

bullseye7
{
	spawn
	{
		wait 200
		setstate bullseye7 invisible
	}
	
	pain
	{
		setstate bullseye7 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye7 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye7 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye7 invisible
		trigger bull random
	}
}

bullseye8
{
	spawn
	{
		wait 200
		setstate bullseye8 invisible
	}
	
	pain
	{
		setstate bullseye8 invisible
		trigger bullseye_block block
		trigger bull inc
		constructible_health 500
		accum 0 set 1
		trigger bull random
	}
	
	trigger show
	{
		accum 0 set 0
		trigger bullseye_block unblock
		setstate bullseye8 default
		wait 3000
		accum 0 trigger_if_equal 0 bullseye8 miss
		accum 0 abort_if_equal 1
		trigger bull random
	}
	
	trigger miss
	{
		globalaccum 0 inc 1
		setstate bullseye8 invisible
		trigger bull random
	}
}

bull_num_00
{
	spawn
	{
		wait 200
		setstate bull_num_00 default
		trigger bull reset
	}
	
	trigger default
	{
		setstate bull_num_00 default
	}
	
	trigger invisible
	{
		setstate bull_num_00 invisible
	}
}

bull_num_10
{
	spawn
	{
		wait 200
		setstate bull_num_10 default
	}
	
	trigger default
	{
		setstate bull_num_10 default
	}
	
	trigger invisible
	{
		setstate bull_num_10 invisible
	}
}

bull_num_0
{
	spawn
	{
		wait 200
		setstate bull_num_0 default
	}
	
	trigger default
	{
		setstate bull_num_0 default
	}
	
	trigger invisible
	{
		setstate bull_num_0 invisible
	}
}

bull_num_01
{
	spawn
	{
		wait 200
		setstate bull_num_01 default
	}
	
	trigger default
	{
		setstate bull_num_01 default
	}
	
	trigger invisible
	{
		setstate bull_num_01 invisible
	}
}

bull_num_02
{
	spawn
	{
		wait 200
		setstate bull_num_02 default
	}
	
	trigger default
	{
		setstate bull_num_02 default
	}
	
	trigger invisible
	{
		setstate bull_num_02 invisible
	}
}

bull_num_03
{
	spawn
	{
		wait 200
		setstate bull_num_03 default
	}
	
	trigger default
	{
		setstate bull_num_03 default
	}
	
	trigger invisible
	{
		setstate bull_num_03 invisible
	}
}

bull_num_04
{
	spawn
	{
		wait 200
		setstate bull_num_04 default
	}
	
	trigger default
	{
		setstate bull_num_04 default
	}
	
	trigger invisible
	{
		setstate bull_num_04 invisible
	}
}

bull_num_05
{
	spawn
	{
		wait 200
		setstate bull_num_05 default
	}
	
	trigger default
	{
		setstate bull_num_05 default
	}
	
	trigger invisible
	{
		setstate bull_num_05 invisible
	}
}

bull_num_06
{
	spawn
	{
		wait 200
		setstate bull_num_06 default
	}
	
	trigger default
	{
		setstate bull_num_06 default
	}
	
	trigger invisible
	{
		setstate bull_num_06 invisible
	}
}

bull_num_07
{
	spawn
	{
		wait 200
		setstate bull_num_07 default
	}
	
	trigger default
	{
		setstate bull_num_07 default
	}
	
	trigger invisible
	{
		setstate bull_num_07 invisible
	}
}

bull_num_08
{
	spawn
	{
		wait 200
		setstate bull_num_08 default
	}
	
	trigger default
	{
		setstate bull_num_08 default
	}
	
	trigger invisible
	{
		setstate bull_num_08 invisible
	}
}

bull_num_09
{
	spawn
	{
		wait 200
		setstate bull_num_09 default
	}
	
	trigger default
	{
		setstate bull_num_09 default
	}
	
	trigger invisible
	{
		setstate bull_num_09 invisible
	}
}

bull_numbers
{
	trigger hit
	{
		trigger bull_numbers 00
	}
	
	trigger 00
	{
		trigger bull_num_00 default
		trigger bull_num_10 invisible
		
		trigger bull_num_0 default
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 01
	{
		trigger bull_num_00 default
		trigger bull_num_10 invisible
		
		trigger bull_num_0 invisible
		trigger bull_num_01 default
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 02
	{
		trigger bull_num_00 default
		trigger bull_num_10 invisible
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 default
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 03
	{
		trigger bull_num_00 default
		trigger bull_num_10 invisible
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 default
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 04
	{
		trigger bull_num_00 default
		trigger bull_num_10 invisible
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 default
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 05
	{
		trigger bull_num_00 default
		trigger bull_num_10 invisible
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 default
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 06
	{
		trigger bull_num_00 default
		trigger bull_num_10 invisible
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 default
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 07
	{
		trigger bull_num_00 default
		trigger bull_num_10 invisible
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 default
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 08
	{
		trigger bull_num_00 default
		trigger bull_num_10 invisible
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 default
		trigger bull_num_09 invisible
	}
	
	trigger 09
	{
		trigger bull_num_00 default
		trigger bull_num_10 invisible
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 default
	}
	
	trigger 10
	{
		trigger bull_num_00 invisible
		trigger bull_num_10 default
		
		trigger bull_num_0 default
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 11
	{
		trigger bull_num_00 invisible
		trigger bull_num_10 default
		
		trigger bull_num_0 invisible
		trigger bull_num_01 default
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 12
	{
		trigger bull_num_00 invisible
		trigger bull_num_10 default
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 default
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 13
	{
		trigger bull_num_00 invisible
		trigger bull_num_10 default
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 default
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 14
	{
		trigger bull_num_00 invisible
		trigger bull_num_10 default
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 default
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 15
	{
		trigger bull_num_00 invisible
		trigger bull_num_10 default
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 default
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 16
	{
		trigger bull_num_00 invisible
		trigger bull_num_10 default
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 default
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 17
	{
		trigger bull_num_00 invisible
		trigger bull_num_10 default
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 default
		trigger bull_num_08 invisible
		trigger bull_num_09 invisible
	}
	
	trigger 18
	{
		trigger bull_num_00 invisible
		trigger bull_num_10 default
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 default
		trigger bull_num_09 invisible
	}
	
	trigger 19
	{
		trigger bull_num_00 invisible
		trigger bull_num_10 default
		
		trigger bull_num_0 invisible
		trigger bull_num_01 invisible
		trigger bull_num_02 invisible
		trigger bull_num_03 invisible
		trigger bull_num_04 invisible
		trigger bull_num_05 invisible
		trigger bull_num_06 invisible
		trigger bull_num_07 invisible
		trigger bull_num_08 invisible
		trigger bull_num_09 default
	}
}

(Ifurita) #7

what kind of messages do you get when you run the map with script debug? is globalaccum 0 incrementing properly and is it calling bull end?


(LaggingTom) #8

Yes, I know it’s triggering because it triggers the proper wm_announcements if I win or if I miss 3 times.


(Chruker) #9

lol, I nearly missed the middle posts because of the length of the script.

EDIT: And now there was two more replies while I typed :slight_smile:

Anyway try running the map with g_scriptDebugLevel set to 1 and look in the console to see if you spot something that is wrong.

Also you can use printglobalaccum 0 (in the script) to print that value.

Finally you can try removing the globalaccum 0 abort_if_equal thing and instead add a resetscript command to the ending of the end function.


(LaggingTom) #10

What’s a resetscript command? Never heard of it, nor seen it on the LDR.


(Chruker) #11

When you say:

but the game still won’t end

do you then mean:

  1. Go to intermission (in which case you need a wm_endround)
  2. Reset the shooting range so that you can start again.

(Chruker) #12

The LDR is missing loads of commands. They are all in the scripting reference I got on my site.

Whenever your script triggers another function it saves the scriptposition it got to. After the trigger you called finishes the control is returned to this scriptposition.

Now resetscript makes sure that the control isn’t returned, by effectively clearing this call stack.


(LaggingTom) #13

awesome! That’s exactly what I need. And your site is also now bookmarked. Thanks a lot!


(Ifurita) #14

Tom, a couple of questions about your map:

  1. How many times can the map be played? Infinite, once?
  2. Are your actual targets destroyable or do they just get covered up?
  3. If they are getting destroyed, how much damage can they take and how are you resetting them for the next go round?

Currently I have damageable script movers. Each takes 2 hits to kill it and the problems are this:

  1. Once destroyed, I can execute a reset script and they come back to life, bobbing and all <— which is what I want.

target1
{
	spawn
	{
		wait 100
		trigger target1 loop
	}

	trigger loop
	{
		gotomarker target1_1 60 wait
		gotomarker target1_2 60 wait
		trigger target1 loop
	}

	pain 
	{
		playsound sound/decerto/hit.wav
	}

	death
	{
		wm_announce "target destroyed"
		trigger game_manager target_counter
		trigger self reset
	}

	trigger reset
	{
		setstate target1 invisible
		wait 10000
		setstate target1 default
		alertentity target1
		trigger target1 loop
	}	
}

  1. If I remove the delay and make this contingent on an accum, they come back, but aren’t damageable anymore, e.g, won’t disappear the second time"
  2. I can’t find anyway to reset their health if they are only partially damaged, e.g., targets that only took one hit

(Chruker) #15

constructible_health 9999

Is what I use in a shooting range. However the entity is never destroyed and resurrected. Instead their health is just refilled each time they take damage. The score is kept entirely in the script.

Sounds like one of the pitfalls when making a tank. However I can’t remember precisely how it is solved. Anyway it required some additional entities in the map.


(Ifurita) #16

Either one of you want to help me on a simple map? Brushwise, it’s very simple. Scripting wise, it’s more complex.

I’m thinking of a single person, shooting practice map, where you have to advance thru a series of rooms, engaging targets as you progress, over a range of situation. Ultimately, there will be ~30 targets and I’m going to try to output a time upon completion

If you’re using constructible_health, is this a func_constructible or a script_mover

I may just use the current structure but link a trigger_hurt to a timer that would ensure that people have to progress thru rooms and not stay around


(Chruker) #17

Its actually a func_explosive with the entity’s health set to 9999 and wait to -1.


(Ifurita) #18

hmmm. that might work too. But you can’t make an func_explosive bob simply, though you could make the explosive respawn.


(Ifurita) #19

OK, I must be an idiot making a really stupid mistake somewhere, but for the life of me can’t find it: Every time you kill a target, the target_counter increments by 1. When it hits 3, the doors allowing access to the next phase are supposed to happen (door_manager area2). However, I’m getting the error message, 'Trigger has unknown name area2". Any thoughts on what’s going on?


game_manager
{
	spawn 
   	{
	
		// Game rules
		wm_axis_respawntime	1
		wm_allied_respawntime	1
		wm_number_of_objectives 3
		wm_set_round_timelimit	60

		// Current main objectives for each team (0=Axis, 1=Allies)
		wm_objective_status 1 0 0
		wm_objective_status 1 1 0
		wm_objective_status 2 0 0
		wm_objective_status 2 1 0
		wm_objective_status 3 0 0
		wm_objective_status 3 1 0

		// Stopwatch mode defending team (0=Axis, 1=Allies)
		wm_set_defending_team	0

		// Winner on expiration of round timer (0=Axis, 1=Allies, -1=Overtime)
		wm_setwinner	0 //Assumes allies defending

		wait 2000

		alertentity token_allied
		accum 0 set 0
   	}

	trigger target_counter
	{
		accum 0 inc 1	
		accum 0 trigger_if_equal 3 door_manager area2
	}

	trigger game_reset
	{
		wm_announce "Arena Resetting"	 
		trigger game_manager results_announcer
		resetscript
	}

	trigger results_announcer
	{
	}
} 

//End of Game_manager section

door_manager
{
	trigger area2
	{
		wm_announce "Access to Stage 2 granted"
		trigger door2_left open
		trigger door2_right open

		wait 3000

		trigger door2_left closed
		trigger door2_right closed
	}
}


// Stage 1

target1
{
	spawn
	{
		wait 100
		trigger target1 loop
	}

	trigger loop
	{
		gotomarker target1_1 60 wait
		gotomarker target1_2 60 wait
		trigger target1 loop
	}

	pain 
	{
		playsound sound/decerto/hit.wav
	}

	death
	{
		wm_announce "target 1 destroyed"
		globalaccum 0 inc 1
		trigger game_manager target_counter
		trigger self reset
	}

	trigger reset
	{
		setstate target1 invisible
		wait 5000
		setstate target1 default
		alertentity target1
		trigger target1 loop
	}	
}

target2
{
	spawn
	{
		wait 100
		trigger target2 loop
	}

	trigger loop
	{
		gotomarker target2_1 60 wait
		gotomarker target2_2 60 wait
		trigger target2 loop
	}

	pain 
	{
		playsound sound/decerto/hit.wav
	}

	death
	{
		wm_announce "target 2 destroyed"
		globalaccum 0 inc 1
		trigger game_manager target_counter
		trigger self reset
	}

	trigger reset
	{
		setstate target2 invisible
		wait 5000
		setstate target2 default
		alertentity target2
		trigger target2 loop
	}	
}

target3
{
	spawn
	{
		wait 100
		trigger target3 loop
	}

	trigger loop
	{
		gotomarker target3_1 60 wait
		gotomarker target3_2 60 wait
		trigger target3 loop
	}

	pain 
	{
		playsound sound/decerto/hit.wav
	}

	death
	{
		wm_announce "target 3 destroyed"
		globalaccum 0 inc 1
		trigger game_manager target_counter
		trigger self reset
	}

	trigger reset
	{
		setstate target3 invisible
		wait 5000
		setstate target3 default
		alertentity target3
		trigger target3 loop
	}	
}

// ==============================================================
// Doors
// ==============================================================

door1_left
{
	spawn
	{
		wait 100
		gotomarker door1_left_closed 80
	}

	trigger open 
	{
		playsound "sound/movers/misc/big_gate3.wav"
		gotomarker door1_left_open 80 wait
		stopsound
	}

	trigger closed
	{
		playsound "sound/movers/misc/big_gate3.wav"
		gotomarker door1_left_closed 80 wait
		stopsound
	}	
}

door1_right
{
	spawn
	{
		wait 100
		gotomarker door1_right_closed 80
	}

	trigger open 
	{
		playsound "sound/movers/misc/big_gate3.wav"
		gotomarker door1_right_open 80 wait
		stopsound
	}

	trigger closed
	{
		playsound "sound/movers/misc/big_gate3.wav"
		gotomarker door1_right_closed 80 wait
		stopsound
	}	
}
	
door2_left
{
	spawn
	{
		wait 100
		gotomarker door2_left_closed 80
	}

	trigger open 
	{
		playsound "sound/movers/misc/big_gate3.wav"
		gotomarker door2_left_open 80 wait
		stopsound
	}

	trigger closed
	{
		playsound "sound/movers/misc/big_gate3.wav"
		gotomarker door2_left_closed 80 wait
		stopsound
	}	
}

door2_right
{
	spawn
	{
		wait 100
		gotomarker door2_right_closed 80
	}

	trigger open 
	{
		playsound "sound/movers/misc/big_gate3.wav"
		gotomarker door2_right_open 80 wait
		stopsound
	}

	trigger closed
	{
		playsound "sound/movers/misc/big_gate3.wav"
		gotomarker door2_right_closed 80 wait
		stopsound
	}	
}

// ==============================================================
// Run Token (Allied)
// ==============================================================

token_allied
{ 
	spawn 
	{ 
		wait 200 
		trigger self startup
	} 

	trigger stolen 
	{ 
		wm_announce "Run Starting" 
		setstate token_cm_marker invisible 
		setstate token_allied invisible

		trigger door1_left open
		trigger door1_right open

		wait 3000

		trigger door1_left closed
		trigger door1_right closed
	} 

	trigger dropped
	{
		wm_announce "Run Terminated"
		trigger game_manager game_reset
		setstate token_cm_marker default 
		setstate token_allied default
	}

	trigger returned 
	{ 
		setstate token_cm_marker default 
		setstate token_allied default
	} 

	trigger captured 
	{ 
		wm_announce "Run Successfully Completed"
		trigger game_manager game_reset
		setstate token_cm_marker default 
		setstate token_allied default
	} 

	trigger startup
	{
		setstate token_allied default
		setstate token_cm_marker default 
		setstate token_allied default
	}	
} 

map_end 
{ 
	death 
	{
		trigger game_manager game_reset
		setstate token_cm_marker default 
		setstate token_allied default
	} 
} 


(Ifurita) #20

Well, I added a target_script_trigger and it seems to work fine now