ok so i got the truck in the map,moved splines and barriers in the route… now… the truck starts but then stops after 6-7 splines, why? is there a max distance for them?
escortable truck stops
there must be something wrong with the prefab…look here Oo:
it says that you’re near the truck when you stand where it started…wtf is this?
-if the prefab site name it right the things should have the right name.
-i took edit and load prefab
- check the things that are not working
right targetnames,…
2)try to put the prefab in your map by using notepad.
-
seems to me they got the right names… it also starts and goes for say 8 splines but then it stops and i cant seem to make it move… actually it seems for me that the trigger brush doesnt follow the truck (can that be possible?)
-
why, doesnt gtk 1.4 work as it should? and if not how can you just paste it in in the bottom of the map?
i think gtk 1.4 does not change the names, only 1.5 does… hmm
the script is for more then 8 splines right? 
yes its possible the things don’t follow =)
Long time since mapping but could you post script and map plz :)µ
take a look here: http://www.splashdamage.com/forums/showthread.php?t=18053
and here: http://ujeclan.com/phpBB3/viewtopic.php?f=4&t=1764
here you go:
http://www.multiclan.net/etfiles/trail_alpha.zip
would be great if some one could make it happen 
I know those are a pain in the bananas, but you should really learn make those from scratch, because not only you’ll know why it does not work, but you’ll learn that you can do quite a few things with scripts and this could give you ideas.
Someone pointed me out on a difference between the import functions of Radiant 1.4 & 1.5.
I know when importing using Radiant 1.5 scriptnames and targetnames are being changed, with a result that it isn’t working in the final map/bsp.
It seems that the import function of Radiant 1.4 is working.
That is why i made the button “Generate .map (for Radiant 1.4 import)”…
If You use Radiant 1.4, there is no need to manually copy/paste the content of the downloaded prefab into Your own map… use the Radiant function instead.
It should work, although i never tested it myself (others tested it for me).
…
think there must be bug in the 3rd truck on prefab generator…
so i will try one of the others
i compiled and started the truck, until it stops …
then i go axis and destroy the truck…
i go allied again to fix the truck…then it look like this:
this f… prefab **** aint working!!! now i get that script_mover is missing model, but it doesnt!!! ¤##"%%#%¤%"¤#%
Please dont triple post, use Edit instead.
If other used that prefab with success, I guess its not at fault here. As mentioned before, your radiant might have fiddled with the targetnames and scriptnames. Check those, and verify they are the same in the script file.
whistles while counting hours, thinking about how much time was ‘saved’ by using a prefab instead of learning how to build it
[QUOTE=Yatta;260997]Please dont triple post, use Edit instead.
If other used that prefab with success, I guess its not at fault here. As mentioned before, your radiant might have fiddled with the targetnames and scriptnames. Check those, and verify they are the same in the script file.
whistles while counting hours, thinking about how much time was ‘saved’ by using a prefab instead of learning how to build it[/QUOTE]
i did it otherwize… i made new prefab… tested it in a box, deleted the box, saved the truck… imported into the map but this time i made sure terrain was under tires so i didnt have to move the prefab up or down in the map … then i tested it without moving any spline or barrier… and it worked all the way into the terrain… until i couldnt reach it…
so saving the map here and making a backup file… and now i will start moving those barriers and splines… then we’ll see:confused:
So, it was working afterall. Only no longer when You Yourself moved the truck…
I therefor think that You did not move -all- of the prefab correctly…
Maybe You missed an origin-brush, and the trigger (to escort the truck) was attached with that origin way out of place… and when players wanted to escort the truck, they were not standing in that trigger at all…
Can that be the case?
Hint:
Try to select entities by selecting a single brush of it, then press ctrl-alt-E
This way ALL of the entities brushes are selected, and You don’t miss any…
There is another way of repositioning the complete prefab:
Check on what (x,y,z) position in the map Your truck has to be.
Remember that position… write them down or so…
Open Radiant, but do not load Your map. Just load the prefab only.
now You can easily select ALL of the prefab, because no other brushwork is in the way.
Select all, and reposition it to the coordinates You had written down.
Save the repositioned prefab, and insert this one into Your map. It should be on the right spot right away…
Another note: Do not re-adjust the trucks heading/rotation. Leave that as it is. A script_mover always has to face its front-side into the positive X-direction.
Only change the spline positions… that’s enough.
well, @C this is what i’ve been learning from this:
-test the prefab
-do NOT move it in the Z angle
-move only one and one spline
-be sure you got all parts while moving the barriers
then it works, it seems 
now i only wonder about how to end the route, both in map and script.
Coz when the truck have gone all the way i want the allies to win…
trying some solutions but no luck…
anyone can help me here?
trigger run_24
{
accum 1 bitset 2
followspline 0 tspln_24 125 wait length 304
accum 1 bitreset 2
accum 3 set 24
trigger truck wheels_stop
trigger game_manager allies_win//<=
}
Taken from goldrush script…
This is the last spline of the truck… you see the code is different from the other splines…
Also do this with your last spline
Then the //<= line… lets see what if triggers:
trigger allies_win
{
wm_setwinner 1
wm_announce "Allied team escaped with the Gold Crates!"
wm_objective_status 5 0 2
wm_objective_status 5 1 1
wait 1500
wm_endround
}
(In game manager) check the script for more info…
So this is the code to end a game winning…
…SO=> trigger the ‘end game function’ allies_win in the code block of your last spline… 
grzt