k i made a map with a rocket launcher that shoots when an allied player is in a trigger_multiple
the problem is… i set my accum 5 to 1 in spawn, every 1 sec it gives itself some ammo, but when i added accum 5 abort_if_equal 0 before it, it just wont give ammo, so i did scriptdebug and saw that accum 5 was 0, ??? like wtf. so i changed the abort to 1, accum is 0 and it still wont go through the abort.
the basic idea is that if the rocket launcher is destroyed it wont reload or shoot, and when repaired it shoots etc.
do i have to reinstall ET?
is ET stupit
rocket_launcher
{
spawn
{
wait 200
setstate rocket1 invisible
setstate rocket2 invisible
setstate rocket3 invisible
setstate rocket4 invisible
accum 0 set 0 //nr of rockets in
wait 100
accum 5 set 1
}
death
{
wait 500
wm_announce "^7The automatic rocket launcher has been damaged!"
wait 100
kill rocketlauncher_repair
wait 100
accum 5 set 0
printaccum 5
}
rebirth
{
wm_announce "^7The automatic rocket launcher has been repaired!"
wait 100
accum 5 set 1
}
trigger giveammo
{
printaccum 5
wait 5
printaccum 5
accum 5 abort_if_equal 0
accum 2 abort_if_equal 0
accum 1 abort_if_bitset 1
trigger self give1
trigger self give2
trigger self give3
trigger self give4
}
trigger give1
{
accum 1 abort_if_bitset 1
accum 0 abort_if_not_equal 0
wait 200
trigger self lock
wait 10
setstate rocket1 underconstruction
wait 1000
setstate rocket1 default
accum 0 set 1
trigger self lock_end
}
trigger give2
{
accum 1 abort_if_bitset 1
accum 0 abort_if_not_equal 1
wait 210
trigger self lock
wait 20
setstate rocket2 underconstruction
wait 1000
setstate rocket2 default
accum 0 set 2
trigger self lock_end
}
trigger give3
{
accum 1 abort_if_bitset 1
accum 0 abort_if_not_equal 2
wait 220
trigger self lock
wait 30
setstate rocket3 underconstruction
wait 1000
setstate rocket3 default
accum 0 set 3
trigger self lock_end
}
trigger give4
{
accum 1 abort_if_bitset 1
accum 0 abort_if_not_equal 3
wait 230
trigger self lock
wait 40
setstate rocket4 underconstruction
wait 1000
setstate rocket4 default
accum 0 set 4
trigger self lock_end
}
trigger shoot1
{
accum 0 abort_if_not_equal 1
wait 10
accum 1 abort_if_bitset 1
trigger self lock
wait 200
alertentity rocketlauncher1
setstate rocket1 invisible
alertentity rocketsmoke
wait 50
alertentity rocketsmoke
accum 0 set 0
trigger self lock_end
}
trigger shoot2
{
accum 0 abort_if_not_equal 2
wait 20
accum 1 abort_if_bitset 1
trigger self lock
wait 250
alertentity rocketlauncher1
setstate rocket1 invisible
alertentity rocketsmoke
wait 50
alertentity rocketsmoke
wait 100
alertentity rocketlauncher2
setstate rocket2 invisible
alertentity rocketsmoke
wait 50
alertentity rocketsmoke
accum 0 set 0
trigger self lock_end
}
trigger shoot3
{
accum 0 abort_if_not_equal 3
wait 30
accum 1 abort_if_bitset 1
trigger self lock
wait 250
alertentity rocketlauncher1
setstate rocket1 invisible
alertentity rocketsmoke
wait 50
alertentity rocketsmoke
wait 100
alertentity rocketlauncher2
setstate rocket2 invisible
alertentity rocketsmoke
wait 50
alertentity rocketsmoke
wait 100
alertentity rocketlauncher3
setstate rocket3 invisible
alertentity rocketsmoke
wait 50
alertentity rocketsmoke
accum 0 set 0
trigger self lock_end
}
trigger shoot4
{
accum 0 abort_if_not_equal 4
wait 40
accum 1 abort_if_bitset 1
trigger self lock
wait 250
alertentity rocketlauncher1
setstate rocket1 invisible
alertentity rocketsmoke
wait 50
alertentity rocketsmoke
wait 100
alertentity rocketlauncher2
setstate rocket2 invisible
alertentity rocketsmoke
wait 50
alertentity rocketsmoke
wait 100
alertentity rocketlauncher3
setstate rocket3 invisible
alertentity rocketsmoke
wait 50
alertentity rocketsmoke
wait 100
alertentity rocketlauncher4
setstate rocket4 invisible
alertentity rocketsmoke
wait 50
alertentity rocketsmoke
accum 0 set 0
trigger self lock_end
}
trigger lock
{
accum 1 bitset 1
}
trigger lock_end
{
accum 1 bitreset 1
}
trigger shoot
{
accum 5 abort_if_equal 0
accum 1 abort_if_bitset 1
trigger rocket_launcher shoot1
trigger rocket_launcher shoot2
trigger rocket_launcher shoot3
trigger rocket_launcher shoot4
}
}
teh scripty, tell me if u find anything
In Your trigger giveammo there is some check on accum 2.
But i see no initialization code for accum 2 in any code part of rocket_launcher…so therefore i think the value of accum 2 is still 0.
accum 2 abort_if_equal 0…
trigger giveammo
{
printaccum 5
wait 5
printaccum 5
accum 5 abort_if_equal 0
accum 2 abort_if_equal 0 // <-- aborting on this line
accum 1 abort_if_bitset 1
trigger self give1
trigger self give2
trigger self give3
trigger self give4
}
yeh well i had accum 2 as it before, but still it wont fix the problem that the accum 5 is set to 1 and in game i get that its 0, explain that
k i used globalaccum, omfg now everything is mad. it just wont read abort_if_not_equal
:? :? :? :?
im trying to fix its or sth, seems that ET has something seriously wrong.
ill put my rocket launcher back to normal without being constructible. i really wanted it to be constructible tho, maybe if i make it differently
edit: i had a script_mover with health that is the same scriptname as the rocketlauncher, maybe it collided sth and made a big mess, some kind of a bug.
now everything is fixed, just put them in seperate scriptnames
Can’t we just awnser your question?
Yes, ET is very stupit.
And i like eggs. Snorts eggs