I’m sorry to post this as I’m sure this has been posted a few times. However my searching results came with absolutely nothing useful. So here is the thing. I want a part of a script to start when the round begins and not while warmup. How does this happen? Forgive my stupidity. :?
How to make the script start when the game begins not in WU
In Chruker’s Scripting Reference I’ve found:
abortifwarmup
Not sure how it works though.
Thx for the reply. I wonder why I didn’t came up with checking out the scripting reference. It didn’t work when I set it at the start of the specific script. Btw. stock maps didn’t use this.
Hmm I just saw I didn’t have that in my scripting reference in ETScript! Good to know 
in my map, he doensnt say that i have to destroy the objectives in the warmup (he does say it in the game). i never tried to destroy an objective in warmup, since its longer then 30 sec to run to the first objective, and then you need dynamite so… maby i should put warmup-time on 10 min and check it out 
Hmm. In goldrush the sounds doesn’t start at the warmup. (Steal the tank, construct the command post…) I checked at the script, it didn’t have any extra things that I possibly find, it was simply set on game_manager’s spawn. I also search from the goldrush.sound if it sets some values to it. However I tried similar stuff in my script, still couldn’t get it work. 
Here is a cool thing you can do in ET scripting with the g_gametype command (from the map "Dom_Loffys_Madness_b3):
game_manager // Start game_manager-section
{
spawn // Start spawn section in game_manager
{
// Set game type:
cvar g_gametype trigger_if_equal 2 game_manager gtype2 // Game-type 2 initiated: Single map.
cvar g_gametype trigger_if_equal 3 game_manager gtype3 // Game-type 3 initiated: Stop-Watch.
cvar g_gametype trigger_if_equal 4 game_manager gtype4 // Game-type 4 initiated: Campaign.
} // End spawn section in game_manager
trigger gtype2
{
wm_announce "^3Console: Game-type 2 initiated: Single map."
wm_announce "^3Console: Straight into battle on a single map, instead of playing a number of maps in a campaign."
}
trigger gtype3
{
wm_announce "^3Console: Game-type 3 initiated: Stop-Watch."
wm_announce "^3Console: Complete the map's mission objectives against the clock. The teams then swap sides."
}
trigger gtype4
{
wm_announce "^3Console: Game-type 4 initiated: Campaign."
wm_announce "^3Console: Both teams battle across a series of maps. Rewards awarded will persist from map to map."
}
} // End game_manager-section
And I am pretty sure these scripts are only run when the round begins (and not while warmup).
//Loffy
Cool! Thank you very much! Looks promising! Didn’t know that there is stuff like this, I’ll try it as soon as I get home. Still I’m wondering why it doesn’t voiceannounce these things on warmup mode, since I couldn’t figure out what does the trick in grush.
Does ET play voiceovers at all in warmup? Are you sure it’s only in goldrush? I can’t remember hearing them… but I haven’t played for a few months so 
That is possible and I thought that too. I haven’t played much for a long time either. Haven’t even tj for a while. //ot
I see that sounds aren’t played while warmup (voiceannounce). But normal announce is. I tried that script but no matter what it did execute at the warmup too.
Here is the part of the script.
game_manager
{
spawn
{
cvar g_gametype trigger_if_equal 2 game_manager gtype2
}
trigger gtype2
{
wait 2000
wm_teamvoiceannounce 0 "sound/vo/general/axis/hq_objlost.wav"
wm_teamvoiceannounce 1 "sound/vo/general/allies/hq_objsec.wav"
wm_announce "aaaadddsd!"
}
}
Announce was seen when warmup and round. THe sound did only when the round began.
You’re still not using ‘abortifwarmup’?
Try this:
game_manager
{
spawn
{
//Usual spawn stuff
// At the end:
abortifwarmup
trigger announce
}
trigger announce
{
wait 2000
wm_teamvoiceannounce 0 "sound/vo/general/axis/hq_objlost.wav"
wm_teamvoiceannounce 1 "sound/vo/general/allies/hq_objsec.wav"
wm_announce "aaaadddsd!"
}
}
I did try it and I tried it now. I got it work thanks. I found the problem! In my game_managers spawn:
trigger game_manager bla1
trigger game_manager bla2
now bla1 will get executed but bla 2 doesn’t! :S why is that?
If it’s like this:
trigger game_manager bla2
trigger game_manager bla1
now bla2 will get exed but bla1 won’t!!! Dammit. Why In the heck this goes like this???
Now when I had when testing:
abortifwarmup
trigger game_manager bla1
trigger game_manager bla2
or
trigger game_manager bla1
abortifwarmup
trigger game_manager bla2
Let’s pretend bla1 is something random stuff, and bla2 is the one I wanted to test for. In any situation bla2 didn’t get executed at all. :S When I remove that line for executing bla1, all worked as it should. Wierd. Thank you again for help! That’s why I didn’t find it working!
now bla1 will get executed but bla 2 doesn’t! :S why is that?
There are 2 routines bla1 & bla2… both triggered from another routine.
If the first routine to be called contains a wait statement, the second routine will not be executed.
This also happens when using a resetscript statement (which is basicly a wait 50 statement)
To demonstrate this behavior, take the following code:
game_manager
{
spawn
{
trigger self routine1
trigger self routine2
}
trigger routine1
{
wm_announce "ROUTINE 1"
wait 50
}
trigger routine2
{
wm_announce "ROUTINE 2"
wait 50
}
}
The output will only be:
ROUTINE 1
Just take in mind, that a wait-statement breaks the “gosub” program-flow.
You should work-around this “feature” by packing all wait statements into 1 trigger-routine:
game_manager
{
spawn
{
trigger self routine1
wait 50
trigger self routine2
wait 50
}
trigger routine1
{
wm_announce "ROUTINE 1"
}
trigger routine2
{
wm_announce "ROUTINE 2"
}
}
The output will be what You expect:
ROUTINE1
ROUTINE2
If You create complicated scripts, it may be more difficult to work-around this problem. It’s just the way ET works…
http://www.splashdamage.com/forums/viewtopic.php?t=16892&postdays=0&postorder=asc&start=15
Hmm… Right thank you! Too bad it is already very very complicated while it’s not ready and the parts are “broken” to a many prefabs. I will have to excecute many triggers with a complicated long script in it.