Can't run scripting tutorial maps


(krekits) #1

Hello everyone!

I’ve downloaded quite a number of tutorials for script_mover entities but when I try to run the maps in the game, none of them work! Here’s an example of one:
http://www.planetpointy.com/wolf/mapping/tutorials/downloads/lift_tuts.zip
It looks OK and probably works fine for you but I can’t get it to work, what am I doing wrong? I’ve tried other tutorials and they won’t work either. Even if I make my own small map with a script the scripting won’t work.

Compiled with GtkRadiant, run in-game with /map, /spmap, /spdevmap.

Help!


(kat) #2

I found this html tute helpful, I don’t know if you’ve read it take a look if not

http://www.nibsworld.com/rtcw/tutorial_basic_script_mover.shtml


(sock) #3

I’ve downloaded the link and its a very messy zip file, someone should tell pointy how to create zip files so all the files extract into the right locations. :sad:

Cool, I will check out the map files and get back 2 u 2morrow. Nice 2 c Krekits in the forum but I am surprised.

Sock
3D brush Monkey


(krekits) #4

Thanks Kat, but that’s another one I’ve tried that doesn’t kick on my machine. I’m beginning to wonder if there’s something spooky going on. Could you get that one to work on your system?

It shouldn’t matter if I run SP or MP, should it? I mean, all the other map scripts in the pak0.pk3 work, right?


(sock) #5

On 2002-07-07 19:34, krekits wrote:
I’ve downloaded quite a number of tutorials for script_mover entities but when I try to run the maps in the game, none of them work!

Ummm tested the sample maps and scripts and they work fine. I ran the MPwolf.exe with /devmap lift_tut1 and the map worked a treat.

What exactly happens ? Any error messages etc ? Gt sv_pure set ? Patched the game ?

Sock
3D Brush Monkey


(kat) #6

On 2002-07-08 02:27, sock wrote:
I’ve downloaded the link and its a very messy zip file, someone should tell pointy how to create zip files so all the files extract into the right locations. :sad:

Cool, I will check out the map files and get back 2 u 2morrow. Nice 2 c Krekits in the forum but I am surprised.

Sock
3D brush Monkey

yeh I kinda got it working in SP, it’s not that far off doing a func_train in Q3 (or a plat_mover) where you can use a number of points as targets. The only real differnce seemed to me was the ‘command’ to tell the platform to move being in the *.ai/script file rather than internal like in Q3. Not being too script minded it took a while to figure out though…!


(sock) #7

I think RTCW has been a great shock for many LD because of the scripting elements. Most games that do have scripting in them (Sin,FAkk2,EF,Alice etc) where really outside of the main stream of LD’s.

Scripting has been around for some time and certainly gives you more flexibility than entity chaining (Like in Q1,Q2,Q3,HL etc) Its all a matter of time and learning the scripting commands. Luckly RTCW has very few commands and is not complex. But I have not seen many examples of scripting on the net and it certainly seems to be a major blocking point for alot of LD’s.

Also the lift example by nibs is overly complex for such a simple lift structure. There are much simplier ways to write lift scripts and tutorials like this don’t help people learn stuff easily.

Sock
3D Brush Monkey


(krekits) #8

I’ve downloaded the link and its a very messy zip file, someone should tell pointy how to create zip files so all the files extract into the right locations.

Umm, there’s only two files in the download, a .script file and a .map file. Apparently, you’re referring to some other download sock.

Okidokey, I can compile the map when in MP mapping mode in GtkRadiant and the play it with WolfMP.exe, NP. WolfSP.exe however doesn’t work all ents show up but the buttons aren’t activateable. Downloading latest RTCW patch now to see if it makes a difference.

[LATER]Nope, the patch didn’t make a difference. Still no scripts work in SP. Am I really the only one having this trouble getting scripting to work in SP mapping mode for WolfSP.exe?

I need some more help![/LATER]

<font size=-1>[ This Message was edited by: krekits on 2002-07-09 12:23 ]</font>


(sock) #9

On 2002-07-09 12:16, krekits wrote:
Umm, there’s only two files in the download, a .script file and a .map file. Apparently, you’re referring to some other download sock.

Nope, I got 2 maps, 2 scripts, 1 shader, 2 textures (for the func_invis_user triggers) and 1 readme file to explain it all. It then extracts it all into a lift_tuts directory.
It should have had the maps/scripts in a map directory, the shader in a scripts directory and the textures in … well u get the picture.

Sock
3D Brush Monkey


(krekits) #10

Sorry sock, there are two links up there, I meant the basic_script_mover one. Still having trouble though.

<font size=-1>[ This Message was edited by: krekits on 2002-07-09 12:25 ]</font>


(sock) #11

Arr sorry I thought u where talking about your link not Kats. Seems strange why you don’t get the maps to work in SP. The Exe’s do behave different and do load diff pk3 files but the script stuff should be the same. You get any errors at all ??

have tried g_scriptdebug 0/1 to see if the script is working ? The debug command will display on the console when things r working in the script. DO you get the hand symbol when you go near the lift buttons to show that they can be operated ?

Sock
3D Brush Monkey


(kat) #12

On 2002-07-09 12:16, krekits wrote:

[quote] …Okidokey, I can compile the map when in MP mapping mode in GtkRadiant and the play it with WolfMP.exe, NP. WolfSP.exe however doesn’t work all ents show up but the buttons aren’t activateable…

It sounds silly to say this but are you typing SPDEVMAPyourmapname into the console before loadingyour map??

I had this problem with buttons (amonsgt other things) as well until I found out you could use SPdevmap instead of DEVmap (for some reason the buttons behave differnt between the two games, don’t know the technical reason why though…)


(krekits) #13

@sock -> No errors, but I haven’t checked the console, will do when I get home. Also haven’t tried g_scriptdebug but will. The handsymbol shows up correctly, but nothing happens when pressing activate key.

@kat -> Yes, see first post. spmap and spdevmap is for single player maps AFAIK, and map + devmap is for multiplayer games. The reason is the two different executables I would think.

Typing spdevmap in consolewhen running WolfMP.exe will make the scripts work fine. Running WolfSP.exe won’t work att all, regardless what I type.

I wonder if everyone runs the custom SP maps with the WolfMP.exe? That may explain why I’m the only one having this problem.


(sock) #14

On 2002-07-09 15:07, krekits wrote:
I wonder if everyone runs the custom SP maps with the WolfMP.exe? That may explain why I’m the only one having this problem.

No, its just you are trying to do the impossible and create a SP map! :razz:

If the hand symbol is working then the entity “func_invisible_user” is working. This in turn will point to a “target_script_trigger” which then starts a routine within the script file with the “target” key being the function within the script routine (eg. spawn/death/trigger etc)

As soon as you enable “g_scriptdebug” and use something in the script it will scroll through every line of script code on the console and top 4 lines of the screen.

Sock
3D Brush Monkey


(sock) #15

Ok, I’ve got it, yes the script_mover tutorial by pointy will not run in SP because “func_invisible_user” behave differently in SP.

Original Greymatter created the “func_invisible_user” entity to work with scripts (especially the AI script) and it calls the function in the AI script which in turn calls the function in the SCRIPT file.

Then Nerve changed it so that “func_invisible_user” points to another entity called “target_script_trigger” instead and that calls the routine in the SCRIPT file instead. Why this happened I don’t know besides the fact it has made things very confusing.

I have an example map which will work in MP and SP and has a 2 button operated script movers with djbob uber code for good measures! Will release it later on.

Sock
3D Brush Monkey

EDIT: Typo’s as usual, too excited. :razz:

<font size=-1>[ This Message was edited by: sock on 2002-07-09 19:41 ]</font>


(krekits) #16

OK, finally I got this to work the way I wanted. And the solution was something easy, as I suspected but was tearing my hair off for. As seen in the ‘The Basics of Moving a Brush’ tutorial at Surface, there needs to be an .ai file as well as a .script file.
Once the .ai file has a player section in it, everything works like it’s supposed to.
Now I run WolfSP.exe with sv_pure set to 0 and map with the single player mode in GtkRadiant. Phew! This took me long enough to figure out!

Thanks for the suggestions people!

<font size=-1>[ This Message was edited by: krekits on 2002-07-09 21:21 ]</font>


(kat) #17

although the func_invisible_user acts like a button (with onscreen prompt) it won’t play a ‘click’ sound unless the button is off by default, rather than do some more scripting I placed a target_speaker next to the target_script_trigger in GTK with the same targetname, the button now activates both the event and plays a button sound at the same time… seems to work ok in SP…!


nothing to add your honour… except… maybe quake3bits?? Is that alright??

<font size=-1>[ This Message was edited by: kat on 2002-07-09 21:38 ]</font>


(sock) #18

Kredits: You only need an AI file if you are creating AI creatures, want a scripted sequence or to use specific entities.

Script_movers work perfectly fine without AI files regardless of SP or DM. The tutorial at surface is misleading. The AI file’s primary function is the player routine and all AI triggers.

Kat: True, but its more flexible to use the script to do the sounds. Easier to modifier afterwards if you want to change the sound around etc.

Sock
3D Brush Monkey


(krekits) #19

Script_movers work perfectly fine without AI files regardless of SP or DM.

Would it be possible to show me one sample .map file (accompanied with the .script file) that I can verify this on please, I have been unsuccessful to accomplish that.

<font size=-1>[ This Message was edited by: krekits on 2002-07-10 08:27 ]</font>


(sock) #20

Krekits: In the example map from surface the tutorial says you need to create an AI script to start/trigger the script_mover. This is pointless because the script_mover has a “spawn” function which does the same thing.

In the sample map (me/djbob) created last night the script_mover door’s close when you start the map. Check out the “spawn” function and you will see the doors close as the player spawns. Thats why you get the noise from doors when the map starts. If you removed the AI file and run the map, the script_movers will still work but you just will not be able to operate the door via the levers thats all. (because of the func_invisibile_user)

Check through the door the tutorial (me/djbob) did last night and it should work perfectly in SP or DM.

Sock
3D brush Monkey

<font size=-1>[ This Message was edited by: djbob on 2002-07-10 14:30 ]</font>