argh tank probz


(WeeBull) #1

i’m making a map and i want to put a tank in it, so i did some research on how to make one and i studied the goldrush map + script, and instead of just copying the tank i just made it myself, with all the exact same stuff as in goldrush (i double checked everything) and i added a few spline points to test it. i just copied the script cuz i didn’t saw another way. but when i tried to test it it didn’t work so i decided to just copy the whole tank but it still didn’t work. then i found this prefab on the forum (thanks d3coy) and i copied this one + the script but it still didn’t work. i thought that the prefab just didn’t work so i compiled the prefab and tested it but it worked perfectly. i tried to copy and remake the tank a few times and i checked everything in the script but i couldn’t find any differences.
when i start the map the tank shows up in disabled state but i can’t repair it for some reason.
i don’t want to post my map here but if someone wants to help me out with this or maybe build the tank for me (offcourse i’ll give you credit :stuck_out_tongue: ) i’ll give you a link and i would really appreciate it

greetz
WeeBull


(Shaderman) #2

Do you have a script_multiplayer entity in your map?


(WeeBull) #3

yes i have, i also have a command post and it works


(WeeBull) #4

fixed it already with the help of loffy thx :smiley:
and thx for the quick replies


(WeeBull) #5

just one more question: is there a maximum number of info_train_spline_main entities you can use, cuz my tank doesn’t move any futher when it’s at a certain point (around spline 72/73 i think) i already checked the targetnames/targets from the entities, but they all seem to be right and i also checked the script but i can’t find anything wrong there


(EB) #6

MAX 512 splines

----adding more splines & scripting to a pre-scripted-spline system is not a 1 step task

there are several portions u will need to edit…I think you should look a little harder and longer. [hint:You have to extend the dispatch section in 2 ways.]
Otherwise…make sure they are properly set in the map.


(WeeBull) #7

thanks EB
and i found the problem
it wasn’t in the dispatch, it was here

trigger stuck_check_finished
	{
		accum 3 abort_if_less_than 77

		accum 1 bitset 3
	}

i had to change that 77 to the last trigger_runx +1 :banana: