Commandpost works apart from in destroyed stage -invisible


(DeAtHmAsTeR) #1

hey i made an axis command post but when i play in game - you can construct in fine and charge speed increases but when allies destroy it - it becomes invisible - if i build it again - you cann see it in the built stage
i am posting my script. (the command post bit)

axis_radio_destroyed 
{ 
   spawn 
   { 
      wait 400 
      setstate axis_radio_destroyed invisible 
      setstate axis_radio_destroyed_model invisible 
   } 

   trigger hide 
   { 
      setstate axis_radio_destroyed invisible 
      setstate axis_radio_destroyed_model invisible 
   } 

   trigger show 
   { 
      accum 0 abort_if_equal 0 
      setstate axis_radio_destroyed default 
      setstate axis_radio_destroyed_model default 
   } 

   trigger enable 
   { 
      accum 0 set 1 
   } 
} 

axis_radio_closed 
{ 
   trigger hide 
   { 
      setstate axis_radio_closed invisible 
      setstate axis_radio_closed_model invisible 
   } 

   trigger show 
   { 
      accum 0 abort_if_equal 1 
      setstate axis_radio_closed default 
      setstate axis_radio_closed_model default 
   } 

   trigger disable 
   { 
      accum 0 set 1 
   } 
} 

axis_radio_built 
{ 
   spawn 
   { 
      wait 400 

      constructible_class 2 

      trigger axis_radio_built setup 
   } 

   trigger setup 
   { 
      setchargetimefactor 0 soldier 1 
      setchargetimefactor 0 lieutenant 1 
      setchargetimefactor 0 medic 1 
      setchargetimefactor 0 engineer 1 
      setchargetimefactor 0 covertops 1 
      sethqstatus 0 0 
   } 

   buildstart final 
   { 
      trigger axis_radio_built_model trans 

      trigger axis_radio_destroyed hide 
      trigger axis_radio_closed    hide 
   } 

   built final 
   { 
      trigger axis_radio_built_model show 

      trigger axis_radio_destroyed enable 
      trigger axis_radio_closed    disable 

      trigger axis_radio_built_model enable_axis_features 

      enablespeaker axis_compost_sound 
   } 

   decayed final 
   { 
      trigger axis_radio_built_model hide 

      trigger axis_radio_destroyed show 
      trigger axis_radio_closed    show 
   } 

   death 
   { 
      trigger axis_radio_built_model hide 

      trigger axis_radio_destroyed show 

      trigger axis_radio_built_model disable_axis_features 

      disablespeaker axis_compost_sound 
   } 
} 

axis_radio_built_model 
{ 
   spawn 
   { 
      wait 400 
      setstate axis_radio_built_model invisible 
   } 

   trigger show 
   { 
      setstate axis_radio_built_model default 
   } 

   trigger hide 
   { 
      setstate axis_radio_built_model invisible 
   } 

   trigger trans 
   { 
      setstate axis_radio_built_model underconstruction 
   } 

   trigger enable_axis_features 
   { 
      setchargetimefactor 0 soldier 0.75 
      setchargetimefactor 0 lieutenant 0.75
      setchargetimefactor 0 medic 0.75
      setchargetimefactor 0 engineer 0.75
      setchargetimefactor 0 covertops 0.75
      sethqstatus 0 1 

      wm_announce   "Axis Command Post constructed. Charge speed increased!" 

      // *----------------------------------- vo ------------------------------------------* 
      wm_teamvoiceannounce 0 "axis_hq_compost_constructed" 

      wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis" 

      wm_removeteamvoiceannounce 0 "axis_hq_compost_construct" 
      // *----------------------------------- vo ------------------------------------------* 

      wm_objective_status 8 1 2 
      wm_objective_status 8 0 1 

   } 

   trigger disable_axis_features 
   { 
      // Some kind of UI pop-up to alert players 
      wm_announce   "Allied team has destroyed the Axis Command Post!" 

      // *----------------------------------- vo ------------------------------------------* 
      wm_addteamvoiceannounce 0 "axis_hq_compost_construct" 

      wm_teamvoiceannounce 0 "axis_hq_compost_damaged" 
      // *----------------------------------- vo ------------------------------------------* 

      setchargetimefactor 0 soldier 1 
      setchargetimefactor 0 lieutenant 1 
      setchargetimefactor 0 medic 1 
      setchargetimefactor 0 engineer 1 
      setchargetimefactor 0 covertops 1 
      sethqstatus 0 0 

      wm_objective_status 8 1 0 
      wm_objective_status 8 0 0 
   } 
} 


also i know it has been mentioned before - but i just do not get the vo bit. why not just hav the correct etmain file path?


(sock) #2
  1. Its how it worked in RTCW, with each map having a seperate sound script file.
  2. For production reasons wav filenames change all the time, so having all occurances of that wav pointing to a single entry means wav updates can be done quicker. Less breaking script moments.

Sock
:moo:


(DeAtHmAsTeR) #3

sock can’t you help me with my command post problem? is it something i am doing wrong in radiant?


(sock) #4

Try this script instead:

axis_radio_built 
{ 
   spawn 
   { 
      wait 400 
      constructible_class 2 

      setstate axis_radio_built_model invisible 

      setstate axis_radio_destroyed invisible 
      setstate axis_radio_destroyed_model invisible 


      setchargetimefactor 0 soldier 1 
      setchargetimefactor 0 lieutenant 1 
      setchargetimefactor 0 medic 1 
      setchargetimefactor 0 engineer 1 
      setchargetimefactor 0 covertops 1 
      sethqstatus 0 0 
   } 

   buildstart final 
   { 
      setstate axis_radio_built_model underconstruction 

      setstate axis_radio_destroyed invisible 
      setstate axis_radio_destroyed_model invisible 

      setstate axis_radio_closed invisible 
      setstate axis_radio_closed_model invisible 
   } 

   built final 
   { 
      setstate axis_radio_built_model default 

      trigger axis_radio_built_model enable_axis_features 
      enablespeaker axis_compost_sound 
   } 

   decayed final 
   { 
      setstate axis_radio_built_model invisible 

      setstate axis_radio_destroyed invisible 
      setstate axis_radio_destroyed_model invisible 

      setstate axis_radio_closed default
      setstate axis_radio_closed_model default
   } 

   death 
   { 
      setstate axis_radio_built_model invisible 

      setstate axis_radio_destroyed default 
      setstate axis_radio_destroyed_model default 

      trigger axis_radio_built_model disable_axis_features 
      disablespeaker axis_compost_sound 
   } 
} 

axis_radio_destroyed 
{ 
} 

axis_radio_closed 
{ 
} 

axis_radio_built_model 
{ 
   trigger enable_axis_features 
   { 
      setchargetimefactor 0 soldier 0.75 
      setchargetimefactor 0 lieutenant 0.75
      setchargetimefactor 0 medic 0.75
      setchargetimefactor 0 engineer 0.75
      setchargetimefactor 0 covertops 0.75
      sethqstatus 0 1 

      wm_announce   "Axis Command Post constructed. Charge speed increased!" 
      // *----------------------------------- vo ------------------------------------------* 
      wm_teamvoiceannounce 0 "axis_hq_compost_constructed" 
      wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis" 
      wm_removeteamvoiceannounce 0 "axis_hq_compost_construct" 
      // *----------------------------------- vo ------------------------------------------* 

      wm_objective_status 8 1 2 
      wm_objective_status 8 0 1 

   } 

   trigger disable_axis_features 
   { 
      setchargetimefactor 0 soldier 1 
      setchargetimefactor 0 lieutenant 1 
      setchargetimefactor 0 medic 1 
      setchargetimefactor 0 engineer 1 
      setchargetimefactor 0 covertops 1 
      sethqstatus 0 0 

      wm_announce   "Allied team has destroyed the Axis Command Post!" 
      // *----------------------------------- vo ------------------------------------------* 
      wm_addteamvoiceannounce 0 "axis_hq_compost_construct" 
      wm_teamvoiceannounce 0 "axis_hq_compost_damaged" 
      // *----------------------------------- vo ------------------------------------------* 

      wm_objective_status 8 1 0 
      wm_objective_status 8 0 0 
   } 
} 

Sock
:moo:


(DeAtHmAsTeR) #5

still doesnt work…


(DeAtHmAsTeR) #6

i can see the shadow of the destroyed command post - an alternative solution is if someone could tell me how to script the command post where instead of going to the destroyed stage, it goes back to the closed stage…

help me - im not a scripter or a modeller - im a mapper :slight_smile:


(DeAtHmAsTeR) #7

perhaps a screenshot is in due - this problem is heavily delaying the beta test of my map due to be scheduled in 5-6 days time.

this is when i just installed the command post - so my room doesn’t look like that anymore :wink: