ok… got this running somehow… its not right after the tutorial, but I actually ride the chopper ingame…
nb! not a very good screenshot but the trip is so “square” that its really hard to hang on to it…
anyways think i might need to do model bigger…
ok… got this running somehow… its not right after the tutorial, but I actually ride the chopper ingame…
nb! not a very good screenshot but the trip is so “square” that its really hard to hang on to it…
anyways think i might need to do model bigger…
If you want to smooth the movements, you can use some info_train_spline_controls like described in this tutorial:
http://www.pythononline.co.uk/et/tutorial38.htm
[QUOTE=Mateos;480984]If you want to smooth the movements, you can use some info_train_spline_controls like described in this tutorial:
http://www.pythononline.co.uk/et/tutorial38.htm[/QUOTE]
yep, thx mateos… I will plot the route in the mia map now and figure out how the spline controls needs to be…
and for the record: I had to put origin brush in the middle of model and link both model and brushes to the scriptmover script and forget about the attach to tag script to make this work… dont ask me why… but atleast it works… got an tremendous headache now…lol 
yeah right… plotted the course over to the droppoint … and very happy with result… just to discover that now the clipbrushes are missing on chopper again!!! arg!
progress so far… still got a bit way to go 
http://www.xfire.com/video/615c36
something wrong in the script for obj and need to fix more on the splines and how the chopper stops, and why does it disapear as it is set to looping?
You probably execute a wrong trigger or something. Please show me the script.
game_manager
{
spawn
{
wm_axis_respawntime 10
wm_allied_respawntime 10
wm_set_round_timelimit 30
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
// Winner on expiration of round timer (0=Axis, 1=Allies, -1=Nobody)
wm_setwinner 0
wait 500
}
}
trigger_endgame
{
spawn
{
wait 500
wm_announce "allied have rescued all M.I.A's!"
wm_setwinner 1
}
}
// =================================================
allied_destructible
{
spawn
{
wait 300
constructible_class 2 // 2=satchel 3=dyna
}
death
{
alertentity allied_destructible_bits
trigger allied_destructible_toi remove
wm_announce "The Allies have destroyed the maingate!"
}
}
allied_destructible_toi
{
trigger remove
{
remove
}
}
//-------------------------------------------------------------------------------------------
huey //scriptname of script_mover
{
spawn
{
wait 300
followspline 0 s1 0 length 0 wait //spawn the huey to here
trigger self huey_path //goto huey_path
}
trigger huey_path
{
//here is the commands the mover will follow
stopsound
playsound sound/huey/huey_move.wav looping volume 512
//play a huey sound
wait 10000
followspline 0 s1 100 wait length 304
//this says goto spl_01 at a speed of 100 and don't look at
//the next command until after waiting 304
followspline 0 s2 150 wait length 304
followspline 0 s3 150 wait length 304
followspline 0 s4 150 wait length 304
followspline 0 s5 150 wait length 304
followspline 0 s6 150 wait length 304
followspline 0 s7 150 wait length 304
followspline 0 s8 150 wait length 304
followspline 0 s9 150 wait length 304
wait 10000
followspline 0 s10 150 wait length 304
followspline 0 s11 150 wait length 304
followspline 0 s12 150 wait length 304
followspline 0 s13 150 wait length 304
followspline 0 s14 150 wait length 304
followspline 0 s15 150 wait length 304
followspline 0 s16 150 wait length 304
followspline 0 s17 150 wait length 304
followspline 0 s18 150 wait length 304
followspline 0 s19 150 wait length 304
followspline 0 s10 150 wait length 304
//add more lines for how many more splines u have
//notice that you don't include scripting for spline controls
trigger self huey_path
//repeat huey_path part of the script, remove this line
//if u don't won't it to loop
}
}
huey_shell
{
spawn
{
wait 400
attachtotag huey tag_huey
//this attaches the huey_shell to the scriptmover huey
}
}
//----------------------------------------------------------------------------------------------
mias
{
spawn
{
wait 2000
wm_announce "^1rescue the M.I.A 's"
accum 1 set 0
}
trigger stolen
{
wm_announce "^1 Mia released and carried away!"
}
trigger dropped
{
wm_announce "^1Mia dropped!"
}
trigger returned
{
wm_announce "^1Mia returned to cage by VC!"
}
trigger captured
{
wm_announce "Mia soldier is SAFE!"
accum 1 inc 1
accum 1 if equal 3 trigger endgame
}
}
followspline 0 s19 150 wait length 304
followspline 0 s10 150 wait length 304 //s10!!
Btw is that the wanted effect to have it stop for 10 secs after each round? I’d maybe rather have one start routine, and a separate looping routine.
OFFTOPIC tip: Try placing wait command into game_manager or a separate empty entity, if your scripts suddenly stop. Cannot have any command running same time with wait on a regular entity.
Aha right. I did not really think about the purpose of the huey.
Well I would still not restart the sounds. Maybe place the “playsound” command in “spawn” event.
[QUOTE=-SSF-Sage;481214]followspline 0 s19 150 wait length 304
followspline 0 s10 150 wait length 304 //s10!!
Btw is that the wanted effect to have it stop for 10 secs after each round? I’d maybe rather have one start routine, and a separate looping routine.
OFFTOPIC tip: Try placing wait command into game_manager or a separate empty entity, if your scripts suddenly stop. Cannot have any command running same time with wait on a regular entity.[/QUOTE]
ok, will try to figure it out… EDIT: like a trigger event?
good idea
Did you not read what I showed to you? Last followspline command has targetname s10 instead of s20. So it will make it teleport to spline 10.
THere is already a map called mia btw… http://www.wolffiles.de/index.php?filebase&fid=4051
yes I saw that, sorry wasnt what I meant… I meant this:
OFFTOPIC tip: Try placing wait command into game_manager or a separate empty entity, if your scripts suddenly stop. Cannot have any command running same time with wait on a regular entity.
ok…guess I have to figure out another name for it…
ok… next problem… i got this message when I get one of the objectives to flagonly
and here is the script… what is wrong?
mias
{
spawn
{
wait 2000
accum 1 set 0
}
trigger stolen
{
wm_announce "^1 Mia released and carried away!"
}
trigger dropped
{
wm_announce "^1Mia dropped!"
}
trigger returned
{
wm_announce "^1Mia returned to cage by VC!"
}
trigger captured
{
wm_announce "Mia soldier is SAFE!"
accum 1 inc 1
trigger checkgame
}
trigger checkgame
{
accum 1 abort_if_not_equal 3
wm_setwinner 1
wait 1500
wm_endround
}
}
allied_objectives //enter this as the scriptname value for the single trigger_flagonly_multiples entity
{
death
{
trigger checkgame
}
}
[QUOTE=thunder_13th;481326]ok… next problem… i got this message when I get one of the objectives to flagonly
and here is the script… what is wrong?
mias
{
spawn
{
wait 2000
accum 1 set 0
}
trigger stolen
{
wm_announce "^1 Mia released and carried away!"
}
trigger dropped
{
wm_announce "^1Mia dropped!"
}
trigger returned
{
wm_announce "^1Mia returned to cage by VC!"
}
trigger captured
{
wm_announce "Mia soldier is SAFE!"
accum 1 inc 1
trigger checkgame
}
trigger checkgame
{
accum 1 abort_if_not_equal 3
wm_setwinner 1
wait 1500
wm_endround
}
}
allied_objectives //enter this as the scriptname value for the single trigger_flagonly_multiples entity
{
death
{
trigger checkgame
}
}
[/QUOTE]
afaik its
trigger game_manager checkgame
Or replace game_manager by the name of the entitiy having the trigger you want to call.
[QUOTE=ailmanki;481371]afaik its
trigger game_manager checkgame
Or replace game_manager by the name of the entitiy having the trigger you want to call.[/QUOTE]
thx works now

the script looks like this now:
mias
{
spawn
{
wait 2000
accum 1 set 0
}
trigger stolen
{
wm_announce "^1 Mia released and carried away!"
}
trigger dropped
{
wm_announce "^1Mia dropped!"
}
trigger returned
{
wm_announce "^1Mia returned to cage by VC!"
}
trigger captured
{
wm_announce "Mia soldier is SAFE!"
accum 1 inc 1
trigger mias checkgame
}
trigger checkgame
{
accum 1 abort_if_not_equal 3
wm_setwinner 1
wait 1500
wm_endround
}
}
and now I wonder… when one of the models is captured it return to the cage so you can rescue the same one 3 times instead of all 3… how do I fix so they disapear one by one?
Not sure what your asking for.
Do you have 3 objectives? Or only one?
And what do you need to fix, I mean usually it disappears - not sure? Maybe post the full script once?
[[QUOTE=ailmanki;481381]Not sure what your asking for.
Do you have 3 objectives? Or only one?
And what do you need to fix, I mean usually it disappears - not sure? Maybe post the full script once?[/QUOTE]
it is the full script for objectives
and yes there are 3, therefore the accum inc 1 stuff
Hm if that is the full script, does that mean your 3 objectives share the same scriptname?
The accum stuff yes make sense, but to my knowledge you would make 3 separate entities, each with its own scriptname. Then making it dissapear should be easy enough. Lastly you do put the checkgame/accum stuff in game_manager, and call that from each objective.