Bad Script_Mover


(LaggingTom) #1

Well, I can’t seem to figure out the problem. My script is as follows:

race_lift1
{
	spawn
	{
		wait 100
		followspline 0 race_lift1_0 1000
		setstate race_lift1_trigger default
		faceangles 0 0 0 1000
	}
	
	trigger up
	{
		followspline 0 race_lift1_1 1000
		setstate race_lift1_trigger invisible
		wait 5000
		trigger self down
	}
	
	trigger down
	{
		followspline 1 race_lift1_1 75 wait
		setstate race_lift1_trigger default
	}
}

A target_script_trigger is triggered by a trigger_multiple to trigger “up”. According to my console, all of that happens fluidly. However, the script_mover itself does not move.

When I set in the “spawn” section of the script “followspline 0 race_lift1_1 1000” it spawns in the last of the three positions that are possible, just as it should. The script_mover itself has an origin and is also a detail brush. Any clues?


(kAzmEr) #2

You third splinepoint use your second, so I suppose it will stay, but i dont know what you have to do exactly, I’m not so good in this part of radiant…


(LaggingTom) #3

My spline points are 0, 1 and 2 going from the bottom up. It’s supposed to start in the middle, then when triggered go up one. Wait 5 seconds, then go back down. It follows spline 1 forward (up), waits, the follows it backwards (down).


(carnage) #4

doesnt all things like this have to start at 0

just though of raigun, all the movers starts as far back as they can but still go both ways


(LaggingTom) #5

It doesn’t need to start at zero, because when I change it in the spawn script, it will still start where I tell it to.


(LaggingTom) #6

Hah, I figured it out. My target_script_trigger was triggering the lift to spawn twice. Note to all, make sure your target_script_trigger triggers something in your script that isn’t actually an entity.