ET closes itself


(isbowhten) #1

the reason must be in the scriptfile i think…
in my map you have to reach the enemys side of the map… cross a “line” , then you get pulled to the enemys spawn and the enemies get pushed to your spawn… (like a map restart without the scores being lost)
if i reach the multiple which sets the multiples pushing the players around to default et closes itself…


game_manager
{
spawn
{
wait 1000
wm_setwinner 1
wm_set_round_timelimit 30
wm_allied_respawntime 10
wm_axis_respawntime 10

globalaccum 0 set 0   //0 means that both teams have the same score
wait 1000
setstate alliedspawn2 invisible    // the "exchanged" spawns for the "map_restart"
setstate axisspawn2 invisible

setstate sal invisible   // pushes players to the other spawns if allies scored
setstate sax invisible // same with axis
setstate tele invisible  // pushes all players in the air first... then sax and sal pushes the players in the right direction

setstate siegallies invisible // only AXIS can score at first!
}
trigger timelimit_hit   // dont know if taht works but i had it in there much time before ET closed itself
{
globalaccum 0 abort_if_not_equal 0
trigger self ax
trigger self al
wm_endround
}
   trigger ax
{
globalaccum 0 abort_if_greater_than 0
wm_setwinner 0
}
   trigger al
{
globalaccum 0 abort_if_less_than 0
wm_setwinner 1
}
}

siegaxis  // if axis score
{
activate
{
setstate siegaxis invisible
setstate siegallies default  // now only allies can score
 setstate axisspawn2 default  
 setstate alliedspawn2 default
 setstate axisspawn1 invisible
 setstate alliedspawn1 invisible    // the spawns "exchanged"
	alertentity axisspawn1
	alertentity axisspawn2
	alertentity alliedspawn1
	alertentity alliedspawn2
globalaccum 0 inc -1    // axis scores count negative, allied scores positive
setstate tele default    // pushes all in the air
 setstate sax default    // acis scored => sax is set to default
 setstate haus invisible  // if you are in the house it loses its walls, so you can be pushed in the air, too
alertentity timer         // a timer sets all the multiples invisible, that game can "restart" properly
wm_announce "Axis scored!"
}
}
siegallies   // the same with allies
{
activate
{
setstate siegaxis default
setstate siegallies invisible
 setstate axisspawn2 invisible
 setstate alliedspawn2 invisible
 setstate axisspawn1 default
 setstate alliedspawn1 default
	alertentity axisspawn1
	alertentity axisspawn2
	alertentity alliedspawn1
	alertentity alliedspawn2
globalaccum 0 inc 1
setstate tele default
 setstate sal default
 setstate haus invisible
alertentity timer
wm_announce "Allies scored!"
}
}

timer    // wait 20
{
trigger off
{
setstate tele invisible
 setstate sal default   // ye this should be invisible except of "haus" but it should not cause such a problem
 setstate sax default
 setstate haus default
alertentity timer     // timer stops
}
}


(aaa3) #2

it seems that after trigger al finishes u stopping a routine with }. and also it seems that before trigger timelimit_hit u forgot to start it ;D - or if those triggers are supposed to be in the gamespawn then remove the } before timelimit_hit


(DerSaidin) #3

logfile 2
g_scriptdebug 1
devmap

Check the server log.
It should help.


(-SSF-Sage) #4

Why don’t you use hurt trigger and make everyone just die?


(isbowhten) #5

i do not want that someone’s spree ends ^^
scriptdebug doesn’t say anything about that because ET closes itself too fast
could it be that et only has to work too muhc?


(DerSaidin) #6

The logfile 2 part means write everything to the log as it happens.

You then read the script debug stuff from the log.


(isbowhten) #7

i don’T knwo about that server log Oo
where can i find it?
<-- solved ! sry for posting n00b question


(-SSF-Sage) #8

What about teleporter? That sounds the best option imo.


(isbowhten) #9

i didnt try it because i think there occur problems if all “respawn” at ths same point and at the same time.


(-SSF-Sage) #10

They will be “shoved”. And you CAN use multiple destinations for one trigger. I’ve used it in one of my maps and it works. What I found out is that it uses a random dest.


(isbowhten) #11

ok…
at the same time the timer activates the target_script_trigger very much times… (recursion?)
does alertentity activate or toggle the timer?
well about 100 times the timer executes the scriptroutine at exactly the same time Oo


(isbowhten) #12

great… good to know that i could have more than one destination point ^^
but i still try it the other way