Help: Some mover/script ??


(scotchii) #1

hey, I have made/remade ( it’s the cable track from eagles_2_ways )

it doesn’t work but I have changed the length of the track, so maybe that’s the problem.

I only gonna use the points and script all the rest will be changed but I have to make sure it works.
but it doens’t :frowning:

so if someone could take a look.

I can give the .pk3 with everything in it. ( includes .map file )

mark_heijnemans@hotmail.com

thx :wink:


(scotchii) #2

script:

game_manager
{
	spawn
	{
		wm_axis_respawntime	1
		wm_allied_respawntime	1
		wm_set_round_timelimit	30
		wm_setwinner 1			
	}
}


//================================================
//============       CABLE CAR      ==============
//================================================

cable_trigger
{
	spawn
	{
		wait 50
	}

	trigger cable_move
	{
		trigger cablecar1 move
		trigger cablecar2 return
	}
}

cablecar1
{
	spawn
		{
		accum 1 set 0
		}

	trigger move
		{
		stopsound
		playsound soundmoversmiscgarage_door_start_01.wav volume 96
		wait 50
		playsound soundmoversmiscgarage_door_loop_01.wav looping volume 512
		gotomarker path1 140 wait
		gotomarker path2 140 wait
		gotomarker path3 140 wait
		gotomarker path4 140 wait
		gotomarker path5 140 wait
		gotomarker path6 140 wait
		gotomarker path7 140 wait
		gotomarker path8 140 wait
		gotomarker path9 140 wait
		gotomarker path10 140 wait
		gotomarker path11 140 wait
		stopsound

		alertentity cable_smoke1
		playsound soundmoversmiscgarage_door_end_01.wav volume 96		
		wait 5000
		alertentity cable_smoke1

		trigger cablecar1 return
		}

	trigger return
		{
		stopsound
		playsound soundmoversmiscgarage_door_start_01.wav volume 96
		wait 50
		playsound soundmoversmiscgarage_door_loop_01.wav looping volume 512
		gotomarker path10 140 wait
		gotomarker path9 140 wait
		gotomarker path8 140 wait
		gotomarker path7 140 wait
		gotomarker path6 140 wait
		gotomarker path5 140 wait
		gotomarker path4 140 wait
		gotomarker path3 140 wait
		gotomarker path2 140 wait
		gotomarker path1 140 
		stopsound

		alertentity cable_smoke2
		togglespeaker speaker_tram_steam
		playsound soundmoversmiscgarage_door_end_01.wav volume 96		
		wait 5000
		alertentity cable_smoke2

		trigger cablecar1 move
		}
}


cablecar2
{
	spawn
		{
		accum 1 set 0
		}

	trigger move
		{
		stopsound
		playsound soundmoversmiscgarage_door_start_01.wav volume 96
		wait 50
		playsound soundmoversmiscgarage_door_loop_01.wav looping volume 512
		gotomarker 2path1 140 wait
		gotomarker 2path2 140 wait
		gotomarker 2path3 140 wait
		gotomarker 2path4 140 wait
		gotomarker 2path5 140 wait
		gotomarker 2path6 140  wait
		gotomarker 2path7 140 wait
		gotomarker 2path8 140 wait
		gotomarker 2path9 140 wait
		gotomarker 2path10 140 wait
		gotomarker 2path11 140 wait
		stopsound

		alertentity cable_smoke1
		playsound soundmoversmiscgarage_door_end_01.wav volume 96		
		wait 5000
		alertentity cable_smoke1

		trigger cablecar2 return
		}

	trigger return
		{
		stopsound
		playsound soundmoversmiscgarage_door_start_01.wav volume 96
		wait 50
		playsound soundmoversmiscgarage_door_loop_01.wav looping volume 512
		gotomarker 2path10 140 wait
		gotomarker 2path9 140 wait
		gotomarker 2path8 140 wait
		gotomarker 2path7 140 wait
		gotomarker 2path6 140 wait
		gotomarker 2path5 140 wait
		gotomarker 2path4 140 wait
		gotomarker 2path3 140 wait
		gotomarker 2path2 140 wait
		gotomarker 2path1 140
		stopsound

		alertentity cable_smoke2
		togglespeaker speaker_tram_steam
		playsound soundmoversmiscgarage_door_end_01.wav volume 96		
		wait 5000
		alertentity cable_smoke2

		trigger cablecar2 move
		}
}

the .map file is in the attachment :wink:


(isbowhten) #3

can you explain what does not work, what you want it to be like?

one gondel drives up and down, somettimes there is a strange smoke on a station and the other gondel does not exist…
this is what it does by now


(scotchii) #4

uhmm, they both aren’t moving…

and I want them to move … :smiley:
but it doesn’t work… and I don’t know what’s wrong with it.

that’s why I need help

when it works i’m going to change the whole thing but if it’s not working it’s useless to change everything.

so I need someones help :o


(isbowhten) #5

at me one gondel does move

you could copy again the gondel from the original map again and see if it works before you change anything, then it is easier to help. ´copy as much as needed to make it work


(scotchii) #6

oh weird :smiley:

but i’ll try again :slight_smile: but in orginenal map I can’t find cable_smoke2 and that speaker thing :confused:


(scotchii) #7

I did copy it again… stil nothing is moving… :frowning:
and I don’t know why.

same script.

other map:


(isbowhten) #8

hmm you ahve to miss something…better to copy more than too less.
if you dont get it then i can explain you how you can nmake a gondel wihtout copying.


the gotomarker command is very useful here
your “points” defining the path need a targetname, e.g. s1, s2,s3 or whatever you like,
then:
gotomarker s1 [speed] wait
gotomarker s2 [speed] wait

when it is done… a short wait that passengers can go into.
then the same thing backwards !
you do this with the other gondel aswell (with other names) and all should work fine


(scotchii) #9

and what to do with the script_mover?


(isbowhten) #10

the whole script thing is in the script_mover’S (the gondel) scriptblock:P
the gondel has a scriptname…
and in its scrtipblock the triggers for moving are triggered…
gotomarker affects the entity related to the script block… so it has to be in the gondel’s script block


(shagileo) #11

To get a better overview about the scriptmovers, perhaps this can help? :

http://www.wolfensteinx.com/surface/tutorials/script_mover.html