Can u give me some tutorials for stealing documents???


(azerot94) #1

Can u give me some tutorials for stealing documents??? I found only for RtCW…
it gives me a error: G_ScriptAction_ObjectiveImage: status parameter required
Here is my script:

game_manager
{
	spawn
	{
		wm_axis_respawntime	10
		wm_allied_respawntime	10
		wm_set_round_timelimit	30

		// Stopwatch mode defending team (0=Axis, 1=Allies)
		wm_set_defending_team	0
 wm_number_of_objectives 2
		// Winner on expiration of round timer (0=Axis, 1=Allies, -1=Nobody)
		wm_setwinner 0

		wait 500
  wm_objective_status 1 0
wm_objective_status 2 0


wm_set_defending_team 0
wm_setwinner 0

accum 1 set 0
accum 2 set 0
		
	}
}

// =================================================
// Axis Construct: House MG42
// =================================================
axisconstruct_house_mg42
{
	spawn
	{
		wait 50			// Always give a short delay when spawning an entity
		trigger self setup	// Get things ready for the game start
		constructible_class 2	// Dynamite or Satchel to destroy
	
		setstate axisconstruct_house_mg42_extra default		// Sandbags
		setstate axisconstruct_house_mg42_mg42 default		// MG42 entity

		
	}

}

gate  	   	 
{ 	  	 
  	spawn 	 
  	{ 	 
  	  	wait 300
  	  	constructible_class 3 // 2=satchel 3=dyna
  	} 	 
  	death 	 
  	{ 	 
  	  	alertentity gate_bits
  	  	trigger gate_toi remove
  	  	 
  	  	wm_announce "The Allies have destroyed the gate!"
  	} 	 
} 	  	 
  	  	 
gate_toi 	  	 
{ 	  	 
  	trigger remove 	 
  	{ 	 
  	  	remove
  	} 	 
}

wall  	   	 
{ 	  	 
  	spawn 	 
  	{ 	 
  	  	wait 300
  	  	constructible_class 3 // 2=satchel 3=dyna
  	} 	 
  	death 	 
  	{ 	 
  	  	alertentity wall_bits
  	  	trigger wall_toi remove
  	  	 
  	  	wm_announce "The Allies have destroyed the wall hole! Now blow up the ****en submarine!!!"
  	} 	 
} 	  	 
  	  	 
wall_toi 	  	 
{ 	  	 
  	trigger remove 	 
  	{ 	 
  	  	remove
  	} 	 
}

store  	   	 
{ 	  	 
  	spawn 	 
  	{ 	 
  	  	wait 300
  	  	constructible_class 3 // 2=satchel 3=dyna
  	} 	 
  	death 	 
  	{ 	 
  	  	alertentity store_bits
  	  	trigger store_toi remove
  	  	setstate forward_wobj invisible
        setautospawn "Forward Flag" 1	
  	  	wm_announce "The Allies have destroyed the wall hole! Now blow up the ****en submarine!!!"
  	} 	 
} 	  	 
  	  	 
store_toi 	  	 
{ 	  	 
  	trigger remove 	 
  	{ 	 
  	  	remove
  	} 	 
}

allied_cp_open
{
	spawn
	{
		wait 100
		accum 0 set 0			// 0=CP Closed, 1=CP Damaged
		constructible_class 2			// Dyno+Satchel

		trigger self disable_cp_features		// Default charge bar times
		setstate allied_cp_damaged invisible	// Hide damaged CP clipbrush+model
		setstate allied_cp_damaged_model invisible

		wait 1000

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}

	trigger disable_cp_features
	{
		setstate allied_cp_open_model invisible	// Hide Open CP model

		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1

		sethqstatus 1 0			// Landmines team warning message
		disablespeaker speaker_allied_cp		// Disable morse code sound
	}

	trigger enable_cp_features
	{
		setstate allied_cp_open_model default	// Show open CP model

		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75

		sethqstatus 1 1			// Landmines team warning message
		enablespeaker speaker_allied_cp		// Enable morse code sound
	}

	buildstart final
	{
		setstate allied_cp_closed invisible		// Hide closed CP clipbrush+model
		setstate allied_cp_closed_model invisible
		setstate allied_cp_damaged invisible	// Hide damaged CP clipbrush+model
		setstate allied_cp_damaged_model invisible
	}

	built final
	{
		accum 0 set 1			// Only show the damaged CP model
		trigger self enable_cp_features		// Increase charge bar times

		wm_announce "Allied Command Post constructed. Charge speed increased!"
		// *----------------------------------- vo ------------------------------------------*
		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"

		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
		wm_addteamvoiceannounce 0 "axis_hq_compost_constructed_allies"
		// *----------------------------------- vo ------------------------------------------*
	}

	decayed final
	{
		setstate allied_cp_open_model invisible	// Hide Open CP model
		trigger self show_damaged_cabinet	// Show previous cabinet state
		trigger self show_closed_cabinet
	}

	death
	{
		trigger self show_damaged_cabinet	// Show damaged CP model
		trigger self disable_cp_features		// Default charge bar times

		wm_announce "Axis team has destroyed the Allied Command Post!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_removeteamvoiceannounce 0 "axis_hq_compost_constructed_allies"
		// *----------------------------------- vo ------------------------------------------*
	}

	trigger show_closed_cabinet
	{
		accum 0 abort_if_equal 1		// Closed cabinet active yet?
		setstate allied_cp_closed default
		setstate allied_cp_closed_model default
	}

	trigger show_damaged_cabinet
	{
		accum 0 abort_if_equal 0		// Damaged cabinet active yet?
		setstate allied_cp_damaged default
		setstate allied_cp_damaged_model default
	}
}
forward_flag
{

spawn
{
accum 0 set 2 // Who owns flag: 0-Axis, 1-Allied, 2-Nobody
}

trigger axis_capture // Touched by an Axis player
{
accum 0 abort_if_equal 0 // do Axis own flag?
accum 0 trigger_if_equal 1 forward_flag axis_reclaim // Reclaimed from Allies
accum 0 set 0 // Axis own the flag
wm_announce "Axis have captured the Forward Flag!"
setstate forward_wobj default
}
trigger axis_reclaim
{
alertentity forward_wobj // Switch command map marker
}
trigger allied_capture // Touched by an allied player
{
accum 0 abort_if_equal 1 // do Allies own flag?
accum 0 set 1 // Allied own the flag
wm_announce "Allies have captured the Forward Flag!"
setstate forward_wobj default
alertentity forward_wobj // Switch command map marker
} 
}




 trigger objective1
{
wm_set_objective_status 2 1
accum 2 set 1
wm_announce "Allied team has transmitted the documents!"
trigger game_manager checkgame
}

trigger axis_object_stolen
{
wm_set_objective_status 1 1
}

trigger axis_object_returned
{
wm_set_objective_status 1 0
}


trigger checkgame
{
accum 2 abort_if_not_equal 1
wm_setwinner 1
wait 1500
wm_endround
}
}


transmitter_obj
{
spawn
{
}
death
{
trigger game_manager objective1
}
}


And here is the tutorial - http://www.surfacegroup.org/tutorials/rtcw/capturable/
I use ET not RtCW


(-SSF-Sage) #2
 trigger objective1
{
wm_set_objective_status 2 1
accum 2 set 1
wm_announce "Allied team has transmitted the documents!"
trigger game_manager checkgame
}

trigger axis_object_stolen
{
wm_set_objective_status 1 1
}

trigger axis_object_returned
{
wm_set_objective_status 1 0
}


trigger checkgame
{
accum 2 abort_if_not_equal 1
wm_setwinner 1
wait 1500
wm_endround
}
}

This doesn’t have required syntax. These are supposed to be at the game_manager scriptblock.

So here’s ya game_manager then:

game_manager
{
	spawn
	{
		wm_axis_respawntime	10
		wm_allied_respawntime	10
		wm_set_round_timelimit	30

		// Stopwatch mode defending team (0=Axis, 1=Allies)
		wm_set_defending_team	0
 wm_number_of_objectives 2
		// Winner on expiration of round timer (0=Axis, 1=Allies, -1=Nobody)
		wm_setwinner 0

		wait 500
  wm_objective_status 1 0
wm_objective_status 2 0


wm_set_defending_team 0
wm_setwinner 0

accum 1 set 0
accum 2 set 0
		
	}

trigger objective1
{
wm_set_objective_status 2 1
accum 2 set 1
wm_announce "Allied team has transmitted the documents!"
trigger game_manager checkgame
}

trigger axis_object_stolen
{
wm_set_objective_status 1 1
}

trigger axis_object_returned
{
wm_set_objective_status 1 0
}


trigger checkgame
{
accum 2 abort_if_not_equal 1
wm_setwinner 1
wait 1500
wm_endround
}
}

ps. Why do you have “checkgame” and you use accums, while you have only one objective to be stolen?


(isbowhten) #3

you could also use
scriptname_of_team_redflag
{
trigger captured
{
wm_setwinner 1
wm_endround
//In my opinion this is better ordered and if you have two objectives you definitively need such routines
//because the trigger of the game_manager block doesnT refer to one special objective.
}
}

something useful to know:
if you carry the obj to the flagonly_multiple entitiy the death event is exectued in the flagonly_multiple script.


(-SSF-Sage) #4

[QUOTE=isbowhten;176411]you could also use
scriptname_of_team_redflag
{
trigger captured
{
wm_setwinner 1
wm_endround
//In my opinion this is better ordered and if you have two objectives you definitively need such routines
//because the trigger of the game_manager block doesnT refer to one special objective.
}
}
[/QUOTE]

This is what I was talking about. I was just too lazy to type an example.

[QUOTE=isbowhten;176411]
something useful to know:
if you carry the obj to the flagonly_multiple entitiy the death event is exectued in the flagonly_multiple script.[/QUOTE]

Yeah. That’s what he’s doing.


(rambo13) #5

just take all the necessary stuff from caen 2 like i did :smiley:


(azerot94) #6

thx guys!!!


(azerot94) #7

and for the error: G_ScriptAction_ObjectiveImage: status parameter required


(-SSF-Sage) #8
wm_objective_status <objective_number> <team> <objective_status>

:stroggtapir:


(azerot94) #9

what is objective status?? what must i write give me example…


(-SSF-Sage) #10

In your script you have those obj_status commands. You are missing a value for each.

		wait 500
  wm_objective_status 1 0    //missing a value
wm_objective_status 2 0     //missing a value


wm_set_defending_team 0
wm_setwinner 0

the usage:

wm_objective_status <objective_number> <team> <objective_status>
status: 0 = default 1 = succeeded 2= failed

So when you usually use these you do like:


		wm_objective_status 1 0 0
		wm_objective_status 1 1 0
		wm_objective_status 2 0 0 
		wm_objective_status 2 1 0 

These lines would set the objective status of obj 1 and obj 2 default for both teams.


(isbowhten) #11

who created those commands???
you definetly do not need them… what you do is checking if they all are solved… you can do so with accums, too. this is what I do to end the map!


(-SSF-Sage) #12

[QUOTE=isbowhten;176452]who created those commands???
you definetly do not need them… what you do is checking if they all are solved… you can do so with accums, too. this is what I do to end the map![/QUOTE]

Erm… Those objective_status’s are used for limbo menu’s objective list. You see that green mark and red V on the objective saying is the obj done or not. No, they doesn’t affect how the objectives works, it’s just for cosmetics. They aren’t really used for anything else.


(azerot94) #13

give me an example for 1 objective or a full example for 3 pls