another 1 of these


(nikita) #1

i sew few problems like that but this problem is kinda uniqe… how 2 solve it…?
i sew a problem like this with truck, roatation with buttons, checkgame…
but this?

boomtrigger
{
trigger boom_all // this is called from the tank to trigger all hurts
{
trigger wallblast1 boom
alertentity tank1rocket
trigger berral1hurt boom
setstate Aimer1 invisible
wait 450
setstate wallblow_toi invisible
setstate wall_marker invisible
setstate wall_dmged default
wait 1500
trigger plane3

}

}

plane3
{
spawn
wait 100
{
setstate plane3 default
wm_announce “The axis has launched an airstrike counter-attack.”

followspline 0 spl_01 50000 length 32 wait
trigger self plane_path
}

trigger plane_path
{

stopsound
playsound sound/plane1/flight_loop.wav looping volume 612
followspline 0 spl_01 500 wait length 304
followspline 0 spl_02 450 wait length 304
followspline 0 spl_03 450 wait length 304
followspline 0 spl_04 450 wait length 304
followspline 0 spl_05 350 wait length 304
alertentity racketa11
alertentity racketa6
followspline 0 spl_06 450 wait length 304
alertentity racketa10
alertentity racketa9
followspline 0 spl_07 450 wait length 304
followspline 0 spl_08 500 wait length 304
followspline 0 spl_09 450 wait length 304
alertentity racketa7
followspline 0 spl_010 450 wait length 304
followspline 0 spl_011 450 wait length 304
followspline 0 spl_012 450 wait length 304
followspline 0 spl_013 450 wait length 304
followspline 0 spl_014 450 wait length 304
followspline 0 spl_015 450 wait length 304
followspline 0 spl_016 450 wait length 304
followspline 0 spl_017 450 wait length 304
followspline 0 spl_018 450 wait length 304
followspline 0 spl_019 450 wait length 304
followspline 0 spl_020 450 wait length 304
followspline 0 spl_021 450 wait length 304
followspline 0 spl_022 450 wait length 304
followspline 0 spl_023 450 wait length 304
followspline 0 spl_024 450 wait length 304
followspline 0 spl_025 450 wait length 304
followspline 0 spl_026 400 wait length 304
setstate plane3 invisible
}
}

g_scripting:indentfier bla bla neer name and indetfier:plane3


(WeeBull) #2

All the way in the bottom of trigger boom_all you have: trigger plane3. I think that should be trigger plane3 plane_path


(nikita) #3

am sorry weebull but if this is what u mean it didnt work :frowning:

other suggestion?

//----------------------------------------------------------------------
// Turret sequence
//----------------------------------------------------------------------
trigger fire_at_target_1
{
	// Wait a little until starting sequence
	wait 1000

	// Turn turret towards target
	trigger tank1_sound turret_turn_start
	faceangles 0 10 0 4000						// Adjust angles to match the target
	trigger tank1_sound turret_turn_stop
	wait 500

	// Fire at target
	trigger tank1_sound turret_fire
	trigger tank1 anim_fire_start
	setstate tank1_flash default
	wait 50
	setstate tank1_flash invisible
	wait 200
	trigger tank1 anim_fire_stop

	// BUG: Apparently the entitys scriptblock is completely removed after its blown up the first time
	trigger target_000 blow_up
            trigger boomtrigger boom_all		// triggers the hurts around bank explosions (each has its own wait for timing)
	wait 1000

	// Turn turret back to target
	trigger tank1_sound turret_turn_start
	faceangles 0 0 0 4000
	trigger tank1_sound turret_turn_stop
		
	// Wait a little until its ready to move again
	wait 500

	// Unlock script
	trigger tank1 script_unlock
}

plane3
{
spawn
wait 100
{
setstate plane3 default
wm_announce “The axis has launched an airstrike counter-attack.”

followspline 0 spl_01 50000 length 32 wait //spawn the tank to here
trigger self plane3 plane_path
}

trigger plane3 plane_path
{

stopsound
playsound sound/plane1/flight_loop.wav looping volume 612
followspline 0 spl_01 500 wait length 304
followspline 0 spl_02 450 wait length 304
followspline 0 spl_03 450 wait length 304
followspline 0 spl_04 450 wait length 304
followspline 0 spl_05 350 wait length 304
alertentity racketa11
alertentity racketa6
followspline 0 spl_06 450 wait length 304
alertentity racketa10
alertentity racketa9
followspline 0 spl_07 450 wait length 304
followspline 0 spl_08 500 wait length 304
followspline 0 spl_09 450 wait length 304
alertentity racketa7
followspline 0 spl_010 450 wait length 304
followspline 0 spl_011 450 wait length 304
followspline 0 spl_012 450 wait length 304
followspline 0 spl_013 450 wait length 304
followspline 0 spl_014 450 wait length 304
followspline 0 spl_015 450 wait length 304
followspline 0 spl_016 450 wait length 304
followspline 0 spl_017 450 wait length 304
followspline 0 spl_018 450 wait length 304
followspline 0 spl_019 450 wait length 304
followspline 0 spl_020 450 wait length 304
followspline 0 spl_021 450 wait length 304
followspline 0 spl_022 450 wait length 304
followspline 0 spl_023 450 wait length 304
followspline 0 spl_024 450 wait length 304
followspline 0 spl_025 450 wait length 304
followspline 0 spl_026 400 wait length 304
setstate plane3 invisible
}
}


(psyco_mario) #4

Could you post your WHOLE script please? makes it easyer to help :slight_smile:


(nikita) #5

my whole script is 2700 lines
look at the first post… all the things u need are there


(kamikazee) #6

Haven’t taken a thorough look at your code. Thanks for saving us those 2700 lines of code. :wink:

One thing I noticed allready:

followspline 0 spl_01 50000 length 32 wait //spawn the tank to here

What’s that for? Moving the tank at a huge speed? Can’t you better use this?

setposition <targetname>

And another 1:

spawn
wait 100
{
setstate plane3 default
wm_announce "The axis has launched an airstrike counter-attack."

followspline 0 spl_01 50000 length 32 wait //spawn the tank to here
trigger self plane3 plane_path
} 

Your wait statement is outside of the spawn event.


(WeeBull) #7

Ok I see another thing. You have this.

plane3 
{ 
spawn 
wait 100 
{ 
setstate plane3 default 
wm_announce "The axis has launched an airstrike counter-attack." 

followspline 0 spl_01 50000 length 32 wait 
trigger self plane_path 
} 

I think it should be this.

plane3 
{ 
spawn 
{
wait 100  
setstate plane3 default 
wm_announce "The axis has launched an airstrike counter-attack." 

followspline 0 spl_01 50000 length 32 wait 
trigger self plane_path 
} 

The ‘{’ needs to be above ‘wait 100’.
And i still believe the other thing I said is also wrong.


(nikita) #8

its not a tank its a plane… and still not working

here is what u guys told me 2 do what now?

when i made it earlier to work on time not on trigger it went great…
but time isnt doing a great job… i want the plane 2 be triggered when tank blows a wall

plane3
{
spawn
{
wait 100
setstate plane3 default
wm_announce “The axis has launched an airstrike counter-attack.”
followspline 0 spl_01 50000 length 32 wait
trigger self plane3 plane_path
}
trigger plane3 plane_path
{

stopsound
playsound sound/plane1/flight_loop.wav looping volume 612
followspline 0 spl_01 500 wait length 304
followspline 0 spl_02 450 wait length 304
followspline 0 spl_03 450 wait length 304
followspline 0 spl_04 450 wait length 304
followspline 0 spl_05 350 wait length 304
alertentity racketa11
alertentity racketa6
followspline 0 spl_06 450 wait length 304
alertentity racketa10
alertentity racketa9
followspline 0 spl_07 450 wait length 304
followspline 0 spl_08 500 wait length 304
followspline 0 spl_09 450 wait length 304
alertentity racketa7
followspline 0 spl_010 450 wait length 304
followspline 0 spl_011 450 wait length 304
followspline 0 spl_012 450 wait length 304
followspline 0 spl_013 450 wait length 304
followspline 0 spl_014 450 wait length 304
followspline 0 spl_015 450 wait length 304
followspline 0 spl_016 450 wait length 304
followspline 0 spl_017 450 wait length 304
followspline 0 spl_018 450 wait length 304
followspline 0 spl_019 450 wait length 304
followspline 0 spl_020 450 wait length 304
followspline 0 spl_021 450 wait length 304
followspline 0 spl_022 450 wait length 304
followspline 0 spl_023 450 wait length 304
followspline 0 spl_024 450 wait length 304
followspline 0 spl_025 450 wait length 304
followspline 0 spl_026 400 wait length 304
setstate plane3 invisible
}
}


(EB) #9

I will try and explain this thoroughly but if I don’t, just say so and I will elaborate more…ok ?

So you want the plane to fly overhead AFTER the explosion.
The reason why it is not working that way is that your “plane3” is the name of the script mover and it’s script-routine-setup is not setup properly nor being properly called.

Now this code works in a logic manner…I do not have the .map file to see the proper associations.
*Note the changed code:

boomtrigger
{
spawn
{
wait 200
}
	trigger boom_all		// this is called from the tank to trigger all hurts
	{
		trigger wallblast1 boom
                alertentity tank1rocket
		trigger berral1hurt boom
                setstate Aimer1 invisible
		wait 450
		setstate wallblow_toi invisible
		setstate wall_marker invisible
                setstate wall_dmged default
                wait 1500
                trigger plane3 go
                
	}
}


plane3
{
spawn
{
wait 150
setstate plane3 invisible
}

trigger go
{
setstate plane3 default
wm_announce "The axis has launched an airstrike counter-attack."
followspline 0 spl_01 50000 length 32 wait 
trigger self plane_path 
 }

 trigger plane_path
 {

  stopsound
  playsound sound/plane1/flight_loop.wav looping volume 612
  followspline 0 spl_01 500 wait length 304
  followspline 0 spl_02 450 wait length 304
  followspline 0 spl_03 450 wait length 304
  followspline 0 spl_04 450 wait length 304
  followspline 0 spl_05 350 wait length 304
alertentity racketa11
alertentity racketa6
  followspline 0 spl_06 450 wait length 304
alertentity racketa10
alertentity racketa9
  followspline 0 spl_07 450 wait length 304
  followspline 0 spl_08 500 wait length 304
  followspline 0 spl_09 450 wait length 304
alertentity racketa7
  followspline 0 spl_010 450 wait length 304
  followspline 0 spl_011 450 wait length 304
  followspline 0 spl_012 450 wait length 304
  followspline 0 spl_013 450 wait length 304
  followspline 0 spl_014 450 wait length 304
  followspline 0 spl_015 450 wait length 304
  followspline 0 spl_016 450 wait length 304
  followspline 0 spl_017 450 wait length 304
  followspline 0 spl_018 450 wait length 304
  followspline 0 spl_019 450 wait length 304
  followspline 0 spl_020 450 wait length 304
  followspline 0 spl_021 450 wait length 304
  followspline 0 spl_022 450 wait length 304
  followspline 0 spl_023 450 wait length 304
  followspline 0 spl_024 450 wait length 304
  followspline 0 spl_025 450 wait length 304
  followspline 0 spl_026 400 wait length 304
setstate plane3 invisible
 }			
}

…good luck.


(nikita) #10

thank you eb i understand now what you are trying to explien. however i get the same error… its not doing the trick ?

maybe i need target script trigger?

here is the .map part for the plane
// entity 1425
{
“origin” “-1248 -1032 926”
“model” “models/turbopoint/me262_plans/me262.md3”
“angle” “2.50448e-006”
“scriptname” “plane3”
“targetname” “plane3”
“modelscale” “1.2”
“classname” “misc_gamemodel”
}


(EB) #11

…post the (script section[s]) that call for the “wallexplosions” plz.

also, why does the “angle” of the plane3 model have a letter and a dash in it ?

[quote""]“angle” “2.50448e-006” [/quote] :confused:


(nUllSkillZ) #12

It’s a mathematical expression for “power”:
10 ^ -6
Should be 0.


(nikita) #13

EB what wall explosions part? can u be more specfic?
lol u wont give up till u solve this puzzle 2 i guess :smiley:

// these cause timed damage from the tank barrel to the bank explosion
boomtrigger
{
spawn
{
wait 200
}
trigger boom_all // this is called from the tank to trigger all hurts
{
trigger wallblast1 boom
alertentity tank1rocket
trigger berral1hurt boom
setstate Aimer1 invisible
wait 450
setstate wallblow_toi invisible
setstate wall_marker invisible
setstate wall_dmged default
wait 1500
trigger plane3 go

}
}

plane3
{
spawn
{
wait 150
setstate plane3 invisible
}

trigger go
{
setstate plane3 default
wm_announce “The axis has launched an airstrike counter-attack.”
followspline 0 spl_01 50000 length 32 wait
trigger self plane_path
}

trigger plane_path
{

stopsound
playsound sound/plane1/flight_loop.wav looping volume 612
followspline 0 spl_01 500 wait length 304
followspline 0 spl_02 450 wait length 304
followspline 0 spl_03 450 wait length 304
followspline 0 spl_04 450 wait length 304
followspline 0 spl_05 350 wait length 304
alertentity racketa11
alertentity racketa6
followspline 0 spl_06 450 wait length 304
alertentity racketa10
alertentity racketa9
followspline 0 spl_07 450 wait length 304
followspline 0 spl_08 500 wait length 304
followspline 0 spl_09 450 wait length 304
alertentity racketa7
followspline 0 spl_010 450 wait length 304
followspline 0 spl_011 450 wait length 304
followspline 0 spl_012 450 wait length 304
followspline 0 spl_013 450 wait length 304
followspline 0 spl_014 450 wait length 304
followspline 0 spl_015 450 wait length 304
followspline 0 spl_016 450 wait length 304
followspline 0 spl_017 450 wait length 304
followspline 0 spl_018 450 wait length 304
followspline 0 spl_019 450 wait length 304
followspline 0 spl_020 450 wait length 304
followspline 0 spl_021 450 wait length 304
followspline 0 spl_022 450 wait length 304
followspline 0 spl_023 450 wait length 304
followspline 0 spl_024 450 wait length 304
followspline 0 spl_025 450 wait length 304
followspline 0 spl_026 400 wait length 304
setstate plane3 invisible
}
}

// these cause timed damage from the tank barrel to the bank explosion
boomtrigger2
{
trigger boom_all // this is called from the tank to trigger all hurts
{
trigger doorblow1 boom
alertentity tank1rocket2
trigger doorblast1 boom
wait 1050
setstate safedoor_toi invisible
setstate bankmarker invisible
}
}

wallblast1
{
spawn
{
wait 200
setstate wallblast1 invisible
}

trigger boom
{
	setstate wallblast1 default
	wait 100
	remove
}

}

doorblow1
{
spawn
{
wait 200
setstate doorblow1 invisible
}

trigger boom
{
	setstate doorblow1 default
	wait 100
	remove
}

}

doorblast1
{
spawn
{
wait 200
setstate doorblast1 invisible
}

trigger boom
{
	setstate doorblast1 default
	wait 100
	remove
}

}

berral1hurt
{
spawn
{
wait 200
setstate berral1hurt invisible
}

trigger boom
{
	setstate berral1hurt default
	wait 100
	remove
}

}

target_001
{
spawn
{
// Reset state bits
accum 8 bitset 0 // Mark as not blown up
}

pain
{
}

// If you need to notify other parts of the script that the target has been removed, then do it here.
death
{
}

// Called when the entity should be destroyed
trigger blow_up
{
	// Check if we have already been blown up
	accum 8 abort_if_not_bitset 0		// Abort if already blown up
	
	// Update state bits
	accum 8 bitreset 0					// Mark as blown up

	// Blow up
	alertentity target_001

}

}


(psyco_mario) #14

trigger wallblast1 boom

WALL… i think he means all the bit for your wall :slight_smile:


(EB) #15

@nikita, just send me the .bsp file and script etmaps@gmail.com …otherwise this diagnosis will take forever. (I won’t give it to anyone else)

@Nullskillz and nikita: not that I was wondering “what” the (“angle” “2.50448e-006”) expression means but rather I was wondering why it is in use, for the angle, because it does not change the orientation of a model.


(nikita) #16

hmmm eb… my bsp file is 13 mb and my mailbox is 2 mb and i dunno if i can sand you…
perheps a link of filefront after i upload it ill pm u?

you know what ill sand u the whole pk3 cause its minisized = 7 mb but again… how 2 sand it? filefront?


(EB) #17

(nikita) #18

GOOD NEWS AND BAD NEWS!!!
GOOD NEWS:Problem solved.
Bad news:i just changed the script a bit and its solved i got no idea what i did so i got no infrormation to tribute am sorry :frowning:

@EB i belive this weird angle is a consquanse of complicated rotation