[map] MIA


(Mateos) #81

Also in Alcatraz, you have to escort someone.


(twt_thunder) #82

Not on this map, no

but I am planning to make both an allied VIP and axis VIP animated to use for this stuff…

but now I run into wierd message I never seen before…

followed the script that acQu made in the f_jaeger…

but got this when i devmap:



(Mateos) #83

A function is what I called a “subtable”, means you should have:
mia1
{
use
{
}
}


(acQu) #84

The error says you do a “alertentity” on a misc_gamemodel.

Proooobably … you assigned the scriptname/targetname “mia1” to a misc_gamemodel in your map, remove that (or else why you want to use that on misc_gamemodel).

I think you want to use “alertentiy” solely on that stealable docs entity (forgot the name).


(twt_thunder) #85

[QUOTE=acQu;482783]The error says you do a “alertentity” on a misc_gamemodel.

Proooobably … you assigned the scriptname/targetname “mia1” to a misc_gamemodel in your map, remove that (or else why you want to use that on misc_gamemodel).

I think you want to use “alertentiy” solely on that stealable docs entity (forgot the name).[/QUOTE]

but that is a misc_gamemodel just as the mia and both are to steal…


(acQu) #86

¯_(ツ)_/¯

Gibi dat source?

No clue what else can be wrong. Are you sure you have it like in my prefab? Maybe just don’t use that alertentity command for now (comment it out from script), why do you use that by the way? Have i used that also on my prefab? Can’t remember … i don’t even remember the thing which is stealable (classname?).

EDIT or this, it may help if you use another scriptname and targetname on the misc_gamemodel. But its just all assumptions, i have no clue how you have set that all up. That is why i say gibi source or explain exactly how everything in radiant is set up or just follow my advice which is made up of assumption how you set that all up (that you have misc_gamemodel + <insert classname of stealable entity i really forgot how it was called here>) which is really bad, but anyway, rename targetname and scriptname of misc_gamemodel to something else P.S. do you know what targetname and scriptname is for i have seen last prefab of map of you where stuff like is not i dont even know if that is sentence but stuff was set up like thousands of same scriptnames and targetnames on all kinds of entities that is never a good idea.

:slight_smile:


(Mateos) #87

I suggest to take a paper and note down the involved entities and related script, based on Gold Rush gold and dropoff; So you’ll be able to adapt it to your case, and perhaps make a prefab out of it :slight_smile:


(acQu) #88

This is what i think he has done in Radiant:

  1. misc_gamemodel with targetname and scriptname “mia1”
  2. <classname of stealable entity, the flag thing> ALSO with targetname and scriptname “mia1”

Am i correct? If yes, rename the targetname and scriptname of misc_gamemodel to “model_mia”, actually just give it a targetname, because it doesn’t need a scriptname imo.


(twt_thunder) #89

[QUOTE=acQu;482807]This is what i think he has done in Radiant:

  1. misc_gamemodel with targetname and scriptname “mia1”
  2. <classname of stealable entity, the flag thing> ALSO with targetname and scriptname “mia1”

Am i correct? If yes, rename the targetname and scriptname of misc_gamemodel to “model_mia”, actually just give it a targetname, because it doesn’t need a scriptname imo.[/QUOTE]

yep… you’re right… but i am pretty sure it is like that in the prefab too… But I will try this …thx

EDIT: I changed the made it as you said here

and now I cant deliver the mia…

here’s the script for mia1

mia1_full
{
	spawn
	{
		wait 400
		setstate mia1_full invisible
	}
}

mia1
{
	spawn
	{
		wait 400
		alertentity model_mia
	}

	trigger stolen
	{
		wm_announce "mia1 rescued and carried away"
	}

	trigger dropped
	{
		wm_announce "mia1 dropped"
	}

	trigger returned
	{
		wm_announce "mia1 Returned"
	}

	trigger captured
	{
		wm_announce "mia1 is safe at nursery"
		setstate mia1_trans invisible
		setstate mia1_full default
		 globalaccum 1 inc 1
		 trigger game_manager checkgame
	 }
	


(twt_thunder) #90

think you’re right dude as this is 3 obkectives and not one…

and they should have their own places on deliver… don’t even know it is possible …lol


(twt_thunder) #91

ok, so far I see from goldrush I have a whole other scene… :slight_smile:
but I think I can make this happen…
-first it seems I can have only one flagonly_multiple… but thats ok it just need to be scripted otherwise.
-Then also all mias have to be in the same script it seems but with more scripts inside it…

we’ll see… will work with this today and make a try :slight_smile:


(acQu) #92

[QUOTE=thunder_13th;482815]yep… you’re right… but i am pretty sure it is like that in the prefab too… But I will try this …thx

EDIT: I changed the made it as you said here

and now I cant deliver the mia…

here’s the script for mia1

mia1_full
{
	spawn
	{
		wait 400
		setstate mia1_full invisible
	}
}

mia1
{
	spawn
	{
		wait 400
		alertentity model_mia
	}

	trigger stolen
	{
		wm_announce "mia1 rescued and carried away"
	}

	trigger dropped
	{
		wm_announce "mia1 dropped"
	}

	trigger returned
	{
		wm_announce "mia1 Returned"
	}

	trigger captured
	{
		wm_announce "mia1 is safe at nursery"
		setstate mia1_trans invisible
		setstate mia1_full default
		 globalaccum 1 inc 1
		 trigger game_manager checkgame
	 }
	

[/QUOTE]

Just had a look and you are right. I made a scriptname there, because it enables you to remove that entity from script lateron, without having to recompile the map.

You do your stuff. Seems one can hardly help you. You just live in this dream lol and noone is able to wake you up from it aka “it is really hard to follow you and give proper advice” :smiley:


(twt_thunder) #93

gotcha dude, I know what you mean… I have a hard time expressing accurate enough…

but got things almost working :slight_smile:

only wierd thing is when i deliver the first mia… i pops up 2…lol

I’ll figure it out :slight_smile:


(twt_thunder) #94

yea, had an acum 0 inc 1 to many :slight_smile:

but another question… why does it spam with those wm_announce messages? i comes 3 messages when you captures one and comes bah say 10 when you secured one…how to stop this from happen?


(Mateos) #95

It depends on your script, and as acQu pointed it’s hard to remotely help ^^’


(twt_thunder) #96

ok, well here’s the script part of m.i.a’s:

// *********************************************
// ****************** FLAG STUFF ***************
// *********************************************

mia_holder
{
	death
	{
		trigger mia add_mia
	}
}

// *********************************************
// ******************mia stuff ***************
// *********************************************

mia
{
	spawn
	{
		accum 0 set 0 // mia counter
	}

	trigger stolen
	{
		accum 0 inc 1
		accum 0 trigger_if_equal 1 mia stolen1
		accum 0 trigger_if_equal 2 mia stolen2
		accum 0 trigger_if_equal 3 mia stolen3
	}

	trigger secured
	{
		accum 0 trigger_if_equal 1 mia secured1
		accum 0 trigger_if_equal 2 mia secured2
		accum 0 trigger_if_equal 3 mia secured3
	}

	trigger returned
	{
		accum 0 inc -1
		accum 0 trigger_if_equal 0 mia returned1
		accum 0 trigger_if_equal 1 mia returned2
		accum 0 trigger_if_equal 3 mia returned3
	}

	trigger stolen1
	{
		// *----------------------------------- vo ------------------------------------------*
		wm_announce "Allied have rescued the first soldier"
		// *----------------------------------- vo ------------------------------------------*
	}

	trigger stolen2
	{
		// *----------------------------------- vo ------------------------------------------*
		wm_announce "Allied have rescued the second soldier"
		// *----------------------------------- vo ------------------------------------------*
	}
	
	trigger stolen3
	{
		// *----------------------------------- vo ------------------------------------------*
		wm_announce "Allied have rescued the third soldier"
		// *----------------------------------- vo ------------------------------------------*
	}

	trigger secured1
	{
		wm_announce "Allied team has brought the first m.i.a to safety!"
	}

	trigger secured2
	{
		wm_announce "Allied team has brought the second m.i.a to safety!"
	}
	
	trigger secured3
	{
		wm_announce "Allied team has brought the last m.i.a to safety!"
	}

	trigger returned1
	{
		wm_announce "Charlie have brought m.i.a. one back to cage"
	}

	trigger returned2
	{
		wm_announce "Charlie have brought m.i.a. two back to cage"
	}
	
	trigger returned3
	{
		wm_announce "Charlie have brought third m.i.a. back to cage"
	}
	
	trigger add_mia
	{
		

		trigger mia_full_1 show
		trigger mia_trans_1 hide
		trigger mia secured
		globalaccum 1 inc 1

		accum 0 abort_if_less_than 2

		trigger mia_full_2 show
		trigger mia_trans_2 hide
		
		accum 0 abort_if_less_than 3

		trigger mia_full_3 show
		trigger mia_trans_3 hide

		trigger game_manager checkgame
        //setstate mia_toi invisible
		//setstate mia_cm_marker invisible
	}
	
}

mia_full_1
{
	spawn
	{
		wait 500
		setstate mia_full_1 invisible
	}

	trigger show
	{
		setstate mia_full_1 default
	}
}

mia_full_2
{
	spawn
	{
		wait 500
	setstate mia_full_2 invisible
	}

	trigger show
	{
		setstate mia_full_2 default
	}
}

mia_full_3
{
	spawn
	{
		wait 500
	setstate mia_full_3 invisible
	}

	trigger show
	{
		setstate mia_full_3 default
	}
}
mia_trans_1
{
	spawn
	{
		wait 500
	}

	trigger hide
	{
		setstate mia_trans_1 invisible
	}
}

mia_trans_2
{
	spawn
	{
		wait 500
	}

	trigger hide
	{
		setstate mia_trans_2 invisible
	}
}

mia_trans_2
{
	spawn
	{
		wait 500
	}

	trigger hide
	{
		setstate mia_trans_2 invisible
	}
}

(Mateos) #97

In trigger return you should have the third one on 2 instead of 3;

After I’ve read it and can’t see what’s wrong; my mind is melted atm ^^’


(-SSF-Sage) #98

Quick note, you have two mia_trans_2 and no 3.

Also not sure if you know, but setstate works anywhere, no need to have special trigger.

You misunderstood accum abort_if… in trigger add_mia. Now the 1, 2 and 3 gets executed when 3 goes. Should separate.

Trigger add_mia
{
Trigger self mia1
Trigger self mia2
Trigger self mia3
}
Etc.

Or
Accum 0 trigger_if_equal 0 scriptname trigger


(twt_thunder) #99

[QUOTE=Mateos;482832]In trigger return you should have the third one on 2 instead of 3;

After I’ve read it and can’t see what’s wrong; my mind is melted atm ^^’[/QUOTE]
yeah thx i see it…

[QUOTE=-SSF-Sage;482833]
You misunderstood accum abort_if… in trigger add_mia. Now the 1, 2 and 3 gets executed when 3 goes. Should separate.

Trigger add_mia
{
Trigger self mia1
Trigger self mia2
Trigger self mia3
}
Etc.

Or
Accum 0 trigger_if_equal 0 scriptname trigger[/QUOTE]

this i dont understand??

EDIT: NVM!! I do understand :slight_smile:


(twt_thunder) #100

been looking and looking… this wont work anyhow…
every one of those team_CTF_redflag need a whole script for itself it seems …
or else I would have to get all mias from one place as in goldrush…