abort_if_equal


(Chruker) #21

Can’t spot any error in the script, but does you map have an entity with scriptname set to door_manager? Thats the only reason I can think of at the moment.


(Chruker) #22

D:oh, beaten to it while typing :slight_smile:

Unfortunately you can’t invent scriptblock on the fly.


(LaggingTom) #23

I’m gone for half a day and already my topic is hijacked! :wink: Nah, just fooling around.

Iffy, this is a minigame for a trickjump map I’m constructing. It runs whenever a player grabs onto an MG, and it takes one shot to make the bullseye dissappear. Then, a new one appears. There’s a bug in the script somewhere which causes bullseyes to appear 2 at a time sometimes, but that actually helps it along in the difficulty. Though making it to 20 is incredibly easy.


(Ifurita) #24

In case anyone is interested:

http://www.planetwolfenstein.com/4newbies/tactical_a1.zip

This is very raw and the product of ~a day’s work. The green targets (3) are script movers which take one hit, disappear, then respawn in 10 seconds. The red targets are placeholder func_explosives which take one hit and never come back. The intention is to:

  1. Replace all of the func_explosives with script_movers
  2. Bump up hits required to 3 per target
  3. Possibly reduce the size of the targets
  4. Add more gates to seperate areas – must destroy all targets before moving onto another area
  5. Add a timer to output time it took to navigate course
  6. Reset everything once the person exits the coures