Can't stand still!


(RToiletman) #1

Hey all,

someone made some scripted stuff for me for my new map. He has sent some moving plates a .map file + the .script for it.

So to add the plates in my map I opened his .map file, selected everything from the mover, copy/paste it and placed it in my map. After that I added the scripttext from his script to my script.

When testing my map the movers don’t work. The plates aren’t moving.

Here a pic of the movers inside radiant (in my map)

Here the scripttext he has sent me =>

plate1
{
spawn
{
wait 50
trigger plate1 move
}
trigger move
{
gotomarker plate1_pos_2 70 wait
gotomarker plate1_pos_1 170 wait
trigger plate1 move
}
}

plate2
{
spawn
{
wait 50
trigger plate2 move
}
trigger move
{
gotomarker plate2_pos_2 70 wait
gotomarker plate2_pos_1 170 wait
trigger plate2 move
}
}

plate3
{
spawn
{
wait 50
trigger plate3 move
}
trigger move
{
gotomarker plate3_pos_2 70 wait
gotomarker plate3_pos_1 170 wait
trigger plate3 move
}
}

Here my total script =>

game_manager
{
spawn
{
wait 50
wm_axis_respawntime 1
wm_allied_respawntime 1
wm_set_round_timelimit 360

  trigger game_manager start

}
trigger start
{
wait 1000
trigger game_manager mover2_down
wait 1000
trigger game_manager mover2_up

  setstate buttonbox2 invisible
  setstate buttonbox1 default

}
trigger mover1_up
{
trigger mainmover move1
trigger mover1 mover1_up1
trigger mover2 mover2_up1
trigger mover3 mover3_up1
trigger grabber1 grabber_up1
trigger grabber2 grabber_up1
}
trigger mover1_down
{
trigger mainmover move1
trigger mover1 move1
trigger mover2 move1
trigger mover3 move1
trigger grabber1 move1
trigger grabber2 move1
}
trigger mover2_up
{
trigger mainmover move2
trigger mover1 mover1_up2
trigger mover2 mover2_up2
trigger mover3 mover3_up2
trigger grabber1 grabber_up2
trigger grabber2 grabber_up2
}
trigger mover2_down
{
trigger mainmover move2
trigger mover1 move2
trigger mover2 move2
trigger mover3 move2
trigger grabber1 move2
trigger grabber2 move2
}
trigger grabber_open
{
trigger grabber1 grabber_open
trigger grabber2 grabber_open
}
trigger grabber_close
{
trigger grabber1 grabber_close
trigger grabber2 grabber_close
}
trigger movethebox1
{
setstate buttonbox1 invisible
setstate buttonbox2 invisible
trigger game_manager mover1_up
wait 9000
trigger game_manager grabber_open
wait 3000
trigger game_manager mover1_down
wait 3000
trigger game_manager mover1_up
trigger box box_up1
wait 3000
trigger game_manager mover2_up
trigger box box_up2
wait 11000
trigger game_manager mover2_down
trigger box move2
wait 3000
trigger game_manager mover2_up
wait 3000
trigger game_manager grabber_close
trigger game_manager movethebox1_end
}
trigger movethebox2
{
setstate buttonbox1 invisible
setstate buttonbox2 invisible
trigger game_manager grabber_open
wait 3000
trigger game_manager mover2_down
wait 3000
trigger game_manager mover2_up
trigger box box_up2
wait 3000
trigger game_manager mover1_up
trigger box box_up1
wait 11000
trigger game_manager mover1_down
trigger box move1
wait 3000
trigger game_manager mover1_up
wait 3000
trigger game_manager mover2_up
wait 7000
trigger game_manager grabber_close
wait 5000
trigger game_manager movethebox2_end
}
trigger movebox1
{
trigger game_manager movethebox1
}
trigger movebox2
{
trigger game_manager movethebox2
}
trigger movethebox1_end
{
setstate buttonbox1 invisible
setstate buttonbox2 default
}
trigger movethebox2_end
{
setstate buttonbox1 default
setstate buttonbox2 invisible
}
}
mainmover
{
spawn
{
wait 50
}
trigger move1
{
wait 500
playsound sound/movers/misc/garage_door_start_01.wav
wait 400
playsound sound/movers/misc/garage_door_loop_01.wav looping volume 800
gotomarker mainmover_m1 50 wait
stopsound
playsound sound/movers/misc/garage_door_end_01.wav
}
trigger move2
{
wait 500
playsound sound/movers/misc/garage_door_start_01.wav
wait 400
playsound sound/movers/misc/garage_door_loop_01.wav looping volume 800
gotomarker mainmover_m2 50 wait
stopsound
playsound sound/movers/misc/garage_door_end_01.wav
}
}
mover1
{
spawn
{
wait 50
}
trigger move1
{
wait 950
gotomarker mainmover_m1 50 wait
}
trigger move2
{
wait 950
gotomarker mainmover_m2 50 wait
}
trigger mover1_up1
{
wait 950
gotomarker mover1_up2 50 wait
}
trigger mover1_up2
{
wait 950
gotomarker mover1_up1 50 wait
}
}
mover2
{
spawn
{
wait 50
}
trigger move1
{
wait 950
gotomarker mainmover_m1 50 wait
}
trigger move2
{
wait 950
gotomarker mainmover_m2 50 wait
}
trigger mover2_up1
{
wait 950
gotomarker mover2_up2 50 wait
}
trigger mover2_up2
{
wait 950
gotomarker mover2_up1 50 wait
}
}
mover3
{
spawn
{
wait 50
}
trigger move1
{
wait 950
gotomarker mainmover_m1 50 wait
}
trigger move2
{
wait 950
gotomarker mainmover_m2 50 wait
}
trigger mover3_up1
{
wait 950
gotomarker mover3_up2 50 wait
}
trigger mover3_up2
{
wait 950
gotomarker mover3_up1 50 wait
}
}
grabber1
{
spawn
{
wait 50
}
trigger move1
{
wait 950
gotomarker grabber_move2 50 wait
}
trigger move2
{
wait 950
gotomarker grabber_move1 50 wait
}
trigger grabber_up1
{
wait 950
gotomarker grabber_up2 50 wait
}
trigger grabber_up2
{
wait 950
gotomarker grabber_up1 50 wait
}
trigger grabber_open
{
wait 500
setrotation 50 0 0
wait 450
setrotation 0 0 0
}
trigger grabber_close
{
wait 500
setrotation -50 0 0
wait 450
setrotation 0 0 0
}
}
grabber2
{
spawn
{
wait 50
}
trigger move1
{
wait 950
gotomarker grabber_move2 50 wait
}
trigger move2
{
wait 950
gotomarker grabber_move1 50 wait
}
trigger grabber_up1
{
wait 950
gotomarker grabber_up2 50 wait
}
trigger grabber_up2
{
wait 950
gotomarker grabber_up1 50 wait
}
trigger grabber_open
{
wait 500
setrotation -50 0 0
wait 450
setrotation 0 0 0
}
trigger grabber_close
{
wait 500
setrotation 50 0 0
wait 450
setrotation 0 0 0
}
}
box
{
spawn
{
wait 50
}
trigger move1
{
wait 950
gotomarker grabber_move2 50 wait
}
trigger move2
{
wait 950
gotomarker grabber_move1 50 wait
}
trigger box_up1
{
wait 950
gotomarker grabber_up2 50 wait
}
trigger box_up2
{
wait 950
gotomarker grabber_up1 50 wait
}
}

block1
{
spawn
{
wait 200

constructible_class 3
}

death
{

wm_announce “^2Axis can now ^1Skip ^2the First part^1!”

}
}

blowanother
{
spawn
{
wait 200

constructible_class 3
}

death
{

wm_announce “^2Axis ^1have ^2destroyed a ^1Block ^2!”

}
}

pushup
{
spawn
{
wait 200

constructible_class 3
}

death
{

wm_announce “^2Axis can ^1now ^2use the push^1up ^2!”

}
}

wayup
{
spawn
{
wait 200

constructible_class 3
}

death
{

wm_announce “^2Axis can ^1now ^2jump up ^1and ^2capture the ^1First ^2flag^1!”

}
}

axisenddoor
{
spawn
{
wait 200

constructible_class 3
}

death
{

wm_announce “^2Axis can ^1now ^2enter the ^1Arena^2!”

}
}

alliesenddoor
{
spawn
{
wait 200

constructible_class 3
}

death
{

wm_announce “^2Allies can ^1now ^2enter the ^1Arena^2!”

}
}

loldoor
{
spawn
{
wait 200

constructible_class 3
}

death
{

wm_announce “^2Axis can Continue ^1! Keep it up ^2 :)”

}
}

icetoladder
{
spawn
{
wait 200

constructible_class 3
}

death
{

wm_announce “^2Axis can now jump ^1to the ladder ^2after the ice ^1!”

}
}

flatgate
{
spawn
{
wait 200

constructible_class 3
}

death
{

wm_announce “^2Keep it up^1 Axis ^2!”

}
}

///////////////////////////////////// FLAGS //////////////////////////////////////

flag1
{
spawn
{
accum 0 set 1 // Who owns flag: 0-Axis, 1-Allied
}

trigger axis_capture // Touched by an Axis player
{
accum 0 abort_if_equal 0 // do Axis own flag?

  accum 0 set 0 			// Axis own the flag
  wm_announce "^1Axis captured Flag 1!"

  setautospawn "Flag 1"	0	// Set Axis to forward spawn

}

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 "^1Allied Cheater Captured Axis flag 1^1!!!"

  setautospawn "Flag 1"	1	// Set Allies to forward spawn

}
}

flag2
{
spawn
{
accum 0 set 1 // Who owns flag: 0-Axis, 1-Allied
}

trigger axis_capture // Touched by an Axis player
{
accum 0 abort_if_equal 0 // do Axis own flag?

  accum 0 set 0 			// Axis own the flag
  wm_announce "^1Axis captured Flag 2!"

  setautospawn "Flag 2"	0	// Set Axis to forward spawn

}

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 "^1Allied Cheater Captured Axis Flag 2!"

  setautospawn "Flag 2"	1	// Set Allies to forward spawn

}
}

flag3
{
spawn
{
accum 0 set 1 // Who owns flag: 0-Axis, 1-Allied
}

trigger axis_capture // Touched by an Axis player
{
accum 0 abort_if_equal 0 // do Axis own flag?

  accum 0 set 0 			// Axis own the flag
  wm_announce "^1Axis captured Flag 3!"

  setautospawn "Flag 3"	0	// Set Axis to forward spawn

}

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 "^2Allied Cheater captures Axis Flag 3^1!"

  setautospawn "Flag 3"	1	// Set Allies to forward spawn

}
}

cable_trigger2
{
spawn
{
}

trigger cable_move2
{
trigger cablecar2 move
}

}

cablecar2
{
spawn
{
accum 1 set 0
}

trigger move
{
accum 1 abort_if_not_equal 0
accum 1 set 1
stopsound
playsound sound/movers/misc/garage_door_start_01.wav volume 96
wait 50
playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512
gotomarker corner3 100 wait
gotomarker corner4 110 wait
stopsound
playsound sound/movers/misc/garage_door_end_01.wav volume 96
wait 5000
trigger cablecar2 return
}

trigger return
{
stopsound
playsound sound/movers/misc/garage_door_start_01.wav volume 96
wait 50
playsound sound/movers/misc/garage_door_loop_01.wav looping volume 512
gotomarker corner4 110 wait
gotomarker corner3 100
stopsound
playsound sound/movers/misc/garage_door_end_01.wav volume 96
accum 1 set 0
}
}

trigger timer
{
// Every 60 seconds tell score!
wait 60000
wm_announce “^21 minute has passed, the score is now:”
trigger game_manager counter_axis0
trigger game_manager counter_axis1
trigger game_manager counter_axis2
trigger game_manager counter_axis3
trigger game_manager counter_axis4
trigger game_manager counter_axis5
trigger game_manager counter_allies0
trigger game_manager counter_allies1
trigger game_manager counter_allies2
trigger game_manager counter_allies3
trigger game_manager counter_allies4
trigger game_manager counter_allies5
trigger game_manager timer
}

trigger axis_win
{
// check if all 5 flags is owned
globalaccum 1 abort_if_not_equal 1
globalaccum 2 abort_if_not_equal 1
globalaccum 3 abort_if_not_equal 1
globalaccum 4 abort_if_not_equal 1
globalaccum 5 abort_if_not_equal 1

  wm_setwinner	0
  wm_announce "^1Axis ^6team secured all 5 flags!"


  wait 1500
  wm_endround

}

trigger allies_win
{
// check if all 5 flags is owned
globalaccum 1 abort_if_not_equal 2
globalaccum 2 abort_if_not_equal 2
globalaccum 3 abort_if_not_equal 2
globalaccum 4 abort_if_not_equal 2
globalaccum 5 abort_if_not_equal 2
wm_setwinner 1
wm_announce “^4Allied ^6team secured all 5 flags!”

  wait 1500
  wm_endround

}

// Axis Counter System
trigger counter_axis_remove
{
// Remove 1 flag from count
globalaccum 7 inc -1
trigger game_manager counter_axis0
trigger game_manager counter_axis1
trigger game_manager counter_axis2
trigger game_manager counter_axis3
trigger game_manager counter_axis4
trigger game_manager counter_axis5
}

trigger counter_axis0
{
// Tell how many flags each team is holding
globalaccum 7 abort_if_not_equal 0
wm_announce “^1Axis ^6does not own any flag”
}

trigger counter_axis1
{
// Tell how many flags each team is holding
globalaccum 7 abort_if_not_equal 1
wm_announce “^1Axis ^6now owns 1 flag out of 5”
}

trigger counter_axis2
{
// Tell how many flags each team is holding
globalaccum 7 abort_if_not_equal 2
wm_announce “^1Axis ^6now owns 2 flags out of 5”
}

trigger counter_axis3
{
// Tell how many flags each team is holding
globalaccum 7 abort_if_not_equal 3
wm_announce “^1Axis ^6now owns 3 flags out of 5”
}

trigger counter_axis4
{
// Tell how many flags each team is holding
globalaccum 7 abort_if_not_equal 4
wm_announce “^1Axis ^6now owns 4 flags out of 5”
}

trigger counter_axis5
{
// Tell how many flags each team is holding
globalaccum 7 abort_if_not_equal 5
wm_announce “^1Axis ^6now owns 5 flags out of 5”
}

// Allies Counter System
trigger counter_allies_remove
{
// Remove 1 flag from count
globalaccum 8 inc -1
trigger game_manager counter_allies0
trigger game_manager counter_allies1
trigger game_manager counter_allies2
trigger game_manager counter_allies3
trigger game_manager counter_allies4
trigger game_manager counter_allies5
}

trigger counter_allies0
{
// Tell how many flags each team is holding
globalaccum 8 abort_if_not_equal 0
wm_announce “^4Allies ^6does not own any flag”
}

trigger counter_allies1
{
// Tell how many flags each team is holding
globalaccum 8 abort_if_not_equal 1
wm_announce “^4Allies ^6now owns 1 flag out of 5”
}

trigger counter_allies2
{
// Tell how many flags each team is holding
globalaccum 8 abort_if_not_equal 2
wm_announce “^4Allies ^6now owns 2 flags out of 5”
}

trigger counter_allies3
{
// Tell how many flags each team is holding
globalaccum 8 abort_if_not_equal 3
wm_announce “^4Allies ^6now owns 3 flags out of 5”
}

trigger counter_allies4
{
// Tell how many flags each team is holding
globalaccum 8 abort_if_not_equal 4
wm_announce “^4Allies ^6now owns 4 flags out of 5”
}

trigger counter_allies5
{
// Tell how many flags each team is holding
globalaccum 8 abort_if_not_equal 5
wm_announce “^4Allies ^6now owns 5 flags out of 5”
}

// ============================================================================
// Checkpoints, 5 different flags to own to end the game!
// ============================================================================

flageen
{
spawn
{
accum 0 set 0 // No one owns the flag
}

trigger axis_capture // Flag has been claimed by an axis player
{
accum 0 abort_if_equal 1 // Do Axis already own the flag?

  wm_objective_status 1 1 2
  wm_objective_status 1 0 1

  // Set ownage for flag for endgame check.
  globalaccum 1 set 1

  wm_announce	"^1Axis ^6capture Arena Flag 1"
  trigger game_manager axis_win

  globalaccum 7 inc 1

  trigger game_manager counter_axis1
  trigger game_manager counter_axis2
  trigger game_manager counter_axis3
  trigger game_manager counter_axis4
  trigger game_manager counter_axis5

  accum 0 trigger_if_equal 2 game_manager counter_allies_remove
  accum 0 set 1 // Axis own the flag

}

trigger allied_capture // Flag has been claimed by an allied player
{
accum 0 abort_if_equal 2 // Do Allies already own flag?

  wm_objective_status 1 1 1
  wm_objective_status 1 0 2

  // Set ownage for flag for endgame check.
  globalaccum 1 set 2

  wm_announce	"^4Allies ^6capture Arena Flag 1"
  trigger game_manager allies_win

  globalaccum 8 inc 1

  trigger game_manager counter_allies1
  trigger game_manager counter_allies2
  trigger game_manager counter_allies3
  trigger game_manager counter_allies4
  trigger game_manager counter_allies5

  accum 0 trigger_if_equal 1 game_manager counter_axis_remove
  accum 0 set 2 // Allied own the flag

}
}

flagtwee
{
spawn
{
accum 0 set 0 // No one owns the flag
}

trigger axis_capture // Flag has been claimed by an axis player
{
accum 0 abort_if_equal 1 // Do Axis already own the flag?

  wm_objective_status 2 1 2
  wm_objective_status 2 0 1

  // Set ownage for flag for endgame check.
  globalaccum 2 set 1

  wm_announce	"^1Axis ^6capture Arena Flag 2"
  trigger game_manager axis_win

  globalaccum 7 inc 1

  trigger game_manager counter_axis1
  trigger game_manager counter_axis2
  trigger game_manager counter_axis3
  trigger game_manager counter_axis4
  trigger game_manager counter_axis5

  accum 0 trigger_if_equal 2 game_manager counter_allies_remove
  accum 0 set 1 // Axis own the flag

}

trigger allied_capture // Flag has been claimed by an allied player
{
accum 0 abort_if_equal 2 // Do Allies already own flag?

  wm_objective_status 2 1 1
  wm_objective_status 2 0 2

  // Set ownage for flag for endgame check.
  globalaccum 2 set 2

  wm_announce	"^4Allies ^6capture Arena Flag 2"
  trigger game_manager allies_win

  globalaccum 8 inc 1

  trigger game_manager counter_allies1
  trigger game_manager counter_allies2
  trigger game_manager counter_allies3
  trigger game_manager counter_allies4
  trigger game_manager counter_allies5

  accum 0 trigger_if_equal 1 game_manager counter_axis_remove
  accum 0 set 2 // Allied own the flag

}
}

flagdrie
{
spawn
{
accum 0 set 0 // No one owns the flag
}

trigger axis_capture // Flag has been claimed by an axis player
{
accum 0 abort_if_equal 1 // Do Axis already own the flag?

  wm_objective_status 3 1 2
  wm_objective_status 3 0 1

  // Set ownage for flag for endgame check.
  globalaccum 3 set 1

  wm_announce	"^1Axis ^6capture Arena Flag 3"
  trigger game_manager axis_win

  globalaccum 7 inc 1

  trigger game_manager counter_axis1
  trigger game_manager counter_axis2
  trigger game_manager counter_axis3
  trigger game_manager counter_axis4
  trigger game_manager counter_axis5

  accum 0 trigger_if_equal 2 game_manager counter_allies_remove
  accum 0 set 1 // Axis own the flag

}

trigger allied_capture // Flag has been claimed by an allied player
{
accum 0 abort_if_equal 2 // Do Allies already own flag?

  wm_objective_status 3 1 1
  wm_objective_status 3 0 2

  // Set ownage for flag for endgame check.
  globalaccum 3 set 2

  wm_announce	"^4Allies ^6capture Arena Flag 3"
  trigger game_manager allies_win

  globalaccum 8 inc 1

  trigger game_manager counter_allies1
  trigger game_manager counter_allies2
  trigger game_manager counter_allies3
  trigger game_manager counter_allies4
  trigger game_manager counter_allies5

  accum 0 trigger_if_equal 1 game_manager counter_axis_remove
  accum 0 set 2 // Allied own the flag

}
}

flagvier
{
spawn
{
accum 0 set 0 // No one owns the flag
}

trigger axis_capture // Flag has been claimed by an axis player
{
accum 0 abort_if_equal 1 // Do Axis already own the flag?

  wm_objective_status 4 1 2
  wm_objective_status 4 0 1

  // Set ownage for flag for endgame check.
  globalaccum 4 set 1

  wm_announce	"^1Axis ^6capture Arena Flag 4"
  trigger game_manager axis_win

  globalaccum 7 inc 1

  trigger game_manager counter_axis1
  trigger game_manager counter_axis2
  trigger game_manager counter_axis3
  trigger game_manager counter_axis4
  trigger game_manager counter_axis5

  accum 0 trigger_if_equal 2 game_manager counter_allies_remove
  accum 0 set 1 // Axis own the flag

}

trigger allied_capture // Flag has been claimed by an allied player
{
accum 0 abort_if_equal 2 // Do Allies already own flag?

  wm_objective_status 4 1 1
  wm_objective_status 4 0 2

  // Set ownage for flag for endgame check.
  globalaccum 4 set 2

  wm_announce	"^4Allies ^6capture Arena Flag 4"
  trigger game_manager allies_win

  globalaccum 8 inc 1

  trigger game_manager counter_allies1
  trigger game_manager counter_allies2
  trigger game_manager counter_allies3
  trigger game_manager counter_allies4
  trigger game_manager counter_allies5

  accum 0 trigger_if_equal 1 game_manager counter_axis_remove
  accum 0 set 2 // Allied own the flag

}
}

flag5
{
spawn
{
accum 0 set 0 // No one owns the flag
}

trigger axis_capture // Flag has been claimed by an axis player
{
accum 0 abort_if_equal 1 // Do Axis already own the flag?

  wm_objective_status 5 1 2
  wm_objective_status 5 0 1

  // Set ownage for flag for endgame check.
  globalaccum 5 set 1

  wm_announce	"^1Axis ^6capture Arena Flag 5"
  trigger game_manager axis_win

  globalaccum 7 inc 1

  trigger game_manager counter_axis1
  trigger game_manager counter_axis2
  trigger game_manager counter_axis3
  trigger game_manager counter_axis4
  trigger game_manager counter_axis5

  accum 0 trigger_if_equal 2 game_manager counter_allies_remove
  accum 0 set 1 // Axis own the flag

}

trigger allied_capture // Flag has been claimed by an allied player
{
accum 0 abort_if_equal 2 // Do Allies already own flag?

  wm_objective_status 5 1 1
  wm_objective_status 5 0 2

  // Set ownage for flag for endgame check.
  globalaccum 5 set 2

  wm_announce	"^4Allies ^6capture Arena Flag 5"
  trigger game_manager allies_win

  globalaccum 8 inc 1

  trigger game_manager counter_allies1
  trigger game_manager counter_allies2
  trigger game_manager counter_allies3
  trigger game_manager counter_allies4
  trigger game_manager counter_allies5

  accum 0 trigger_if_equal 1 game_manager counter_axis_remove
  accum 0 set 2 // Allied own the flag

}
}

plate1
{
spawn
{
wait 50
trigger plate1 move
}
trigger move
{
gotomarker plate1_pos_2 70 wait
gotomarker plate1_pos_1 170 wait
trigger plate1 move
}
}

plate2
{
spawn
{
wait 50
trigger plate2 move
}
trigger move
{
gotomarker plate2_pos_2 70 wait
gotomarker plate2_pos_1 170 wait
trigger plate2 move
}
}

plate3
{
spawn
{
wait 50
trigger plate3 move
}
trigger move
{
gotomarker plate3_pos_2 70 wait
gotomarker plate3_pos_1 170 wait
trigger plate3 move
}
}

seesaw1
{
trigger seesaw1_acc
{
wait 0
trigger saw run
wait 250
}
}

saw
{
trigger run
{
faceangles 30 0 0 200
wait 2000
faceangles 0 0 0 200
}
}

}

What did I do wrong? Hope someone can help me with this.

-Toiletman-[/quote]


(Lanz) #2

Posts like this is like a game of hangman, it’s a guessing game where you provide absolutely no clues to the problem.

  1. What have you already checked?
  2. What have you tried to do to solve it?

Things you can do before asking about script questions:
[ ] Check the keys/values of all entities so that they match their script parts.
[ ] Check the script so it has matching pairs of { } (use code tags so indentions shows up in the forum, I’m not gonna read that spaghetti).
[ ] Check the console for any scripting errors.
[ ] Add wm_announce messages in the script to see if it runs at all.
[ ] Create a new test map and see if you can get it to work in that map.
[ ] Google and use the forum search function.


(CyburK) #3

once i copied the truck from goldrush for my map the info_train_spline_main all lost their target and targetnames. i saved the selected parts as a .map file andi restarted radiant and imported the .map into my testbox and the targetnames and targets where as they should.
maybe this helps ?

greets cyburk


(Loffy) #4

Hi!
a) If I create stuff in a test map and want to use it in another map, I select the stuff and export it as a prefad. I use radiant 1.4. and all I do is click on the menu (Edit?, cannot remember), drag down to “save as prefab”. Then close that test map, open the real map and click and drag down to “open prefab” (or whatever it was - cannot remember that either). I never copy and paste, rather use save as prefab and import prefab. Hope it helps.
b) When you look at you movers in your map, do they have origin brushes? If not, fix that and try again.
//Loffy


(RToiletman) #5

Ok thx for replies, I’ll try what you said.