[map] MIA


(-SSF-Sage) #101

Yes ofcourse. What is the problem on different? Just combine them in game_manager.


(twt_thunder) #102

with globalaccum? that might actually work… the problem now is everytime you get the death function it will restart the script (am I right?) for the next one…


(system) #103

Can anyone help me with my script?!?


(twt_thunder) #104

if its this :
http://forums.warchest.com/showthread.php/38619-Can-you-script-!
you mean… no can’t help you… having enough problems baking this maps script together :confused:


(twt_thunder) #105

HELP!
My brain is on fire… can’t make this work …

here: http://www.thewolfteam.org/wolf/help.rar

could someone make me a prefab with script?

EDIT:
gonna take a break for today, but I really appreciate if someone bother to help me out… will check in tomorrow


(-SSF-Sage) #106

game_manager
{
spawn
{
accum 0 set 0 //reset mias, no need global, we work only in game_manager
}

trigger mia_captured
{
accum 0 inc 1
accum 0 trigger_if_equal 1 game_manager mia1
accum 0 trigger_if_equal 2 game_manager mia2
accum 0 trigger_if_equal 3 game_manager mia3
}

trigger mia1
{
wm_announce “first mia babysitted”
}

trigger mia2
{
wm_announce “second mia babysitted”
}

trigger mia3
{
wm_announce “third mia babysitted”
}

trigger mia_stolen
{
//NO INC HERE! ALSO VALUES ARE -1
accum 0 trigger_if_equal 0 game_manager first_stolen
accum 0 trigger_if_equal 1 game_manager second_stolen
accum 0 trigger_if_equal 2 game_manager third_stolen
}

trigger first_stolen
{
wm_announce "the maniacs are trying to escort the first mia
}

trigger second_stolen
{
wm_announce "the maniacs are trying to escort the second mia
}

trigger third_stolen
{
wm_announce "the maniacs are trying to escort the third mia
}
} //end of game_manager

mia1
{
trigger captured
{
trigger game_manager mia_captured
}

trigger stolen
{
trigger game_manager mia_stolen
}
}

mia2
{
trigger captured
{
trigger game_manager mia_captured
}
trigger stolen
{
trigger game_manager mia_stolen
}
}

mia3
{
trigger captured
{
trigger game_manager mia_captured
}
trigger stolen
{
trigger game_manager mia_stolen
}
}

Something like this. Wrote this on the fly, please check spelling. :slight_smile:


(twt_thunder) #107

thx Sage, but its more complicated than this, if you downloaded the rar file you would see :slight_smile:

but now its something wrong with my whole script…

something with the “}” I will post it here so you guys can debug a bit for me… Thought I was getting good at this but now I am about to crap all the stuff …lol

here’s the total script:

game_manager
{
       
  spawn 
{
     
      wm_axis_respawntime 10 
wm_allied_respawntime 10
globalaccum 1 set 0 //checkgame
globalaccum 2 set 0 // mia counter
wm_set_round_timelimit 30

wm_number_of_objectives 4
wm_objective_status 1 0 0
wm_objective_status 1 1 0
wm_objective_status 2 1 0
wm_objective_status 3 0 0
wm_objective_status 4 1 0
// 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 checkgame
	 {
		globalaccum 1 abort_if_not_equal 3
		wm_objective_status 1 1 1
		wm_setwinner 1
		wm_announce "The Allies have rescued all M.I.A's!"
		wait 3000
		wm_endround
     }
	 
}    



	
	//=============================================================================
//=== CP Allies Mapscript
//=============================================================================
//func_constructible
allies_cp_built
{
	spawn
	{
		wait 50
		constructible_class 2
		constructible_chargebarreq 1.0
		constructible_constructxpbonus 7
		constructible_destructxpbonus 7
		trigger self closed
	}

	buildstart final
	{
		trigger self underconstruction
	}
	built final
	{
		trigger self fixed
		trigger self enable
	}
	decayed final
	{
		trigger self closed
	}
	death
	{
		trigger self damaged
		trigger self disable
	}

	trigger underconstruction
	{
		setstate allies_cp_closed_model invisible
		setstate allies_cp_built_model underconstruction
		setstate allies_cp_damaged_model invisible
	}
	trigger closed
	{
		setstate allies_cp_closed_model default
		setstate allies_cp_built_model invisible
		setstate allies_cp_damaged_model invisible
	}
	trigger fixed
	{
		setstate allies_cp_closed_model invisible
		setstate allies_cp_built_model default
		setstate allies_cp_damaged_model invisible
	}
	trigger damaged
	{
		setstate allies_cp_closed_model invisible
		setstate allies_cp_built_model invisible
		setstate allies_cp_damaged_model default
	}

	trigger enable
	{
		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75
		sethqstatus 1 1
		enablespeaker sound_cp_allies
		wm_objective_status 2 1 1
	}
	trigger disable
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0
		disablespeaker sound_cp_allies
		wm_objective_status 2 1 0
	}
}
//=============================================================================
//=== CP Axis Mapscript
//=============================================================================
//func_constructible
axis_cp_built
{
	spawn
	{
		wait 50
		constructible_class 2
		constructible_chargebarreq 1.0
		constructible_constructxpbonus 7
		constructible_destructxpbonus 7
		trigger self closed
	}

	buildstart final
	{
		trigger self underconstruction
	}
	built final
	{
		trigger self fixed
		trigger self enable
	}
	decayed final
	{
		trigger self closed
	}
	death
	{
		trigger self damaged
		trigger self disable
	}

	trigger underconstruction
	{
		setstate axis_cp_closed_model invisible
		setstate axis_cp_built_model underconstruction
		setstate axis_cp_damaged_model invisible
	}
	trigger closed
	{
		setstate axis_cp_closed_model default
		setstate axis_cp_built_model invisible
		setstate axis_cp_damaged_model invisible
	}
	trigger fixed
	{
		setstate axis_cp_closed_model invisible
		setstate axis_cp_built_model default
		setstate axis_cp_damaged_model invisible
	}
	trigger damaged
	{
		setstate axis_cp_closed_model invisible
		setstate axis_cp_built_model invisible
		setstate axis_cp_damaged_model default
	}

	trigger enable
	{
		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75
		sethqstatus 0 1
		enablespeaker sound_cp_axis
		wm_objective_status 3 0 1
	}
	trigger disable
	{
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0
		disablespeaker sound_cp_axis
		wm_objective_status 3 0 0
	}
}


// =================================================
allied_destructible
{
	spawn
	{
		wait 300
		constructible_class 3 // 2=satchel  3=dyna
	}

	death
	{
		alertentity allied_destructible_bits
		trigger allied_destructible_toi remove

		wm_announce "The Allies have destroyed the maingate!"
		wm_objective_status 4 1 1
	}
}

allied_destructible_toi
{
	trigger remove
	{
		remove
	}
}
//-------------------------------------------------------------------------------------------



//----------------------------------------------------------------------------------------------




	//*********************************************************************************************
	//******************chopper stuff*******************************************************
	//*****************************************************************************************

	huey //scriptname of script_mover
{
	spawn
	{
	    wait 300
		stopsound
		playsound sound/huey/huey_move.wav looping volume 1024
		//play a huey sound

		followspline 0 s1 500 wait length 304 //spawn the huey to here

		trigger self huey_path //goto huey_path
	}

	trigger huey_path
	{
		//here is the commands the mover will follow

		
		
		followspline 0 s1 500 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
		wait 10000
		followspline 0 s2 500 wait length 304
		followspline 0 s3 500 wait length 304
		followspline 0 s4 500 wait length 304
		followspline 0 s5 500 wait length 304
		followspline 0 s6 500 wait length 304
		followspline 0 s7 500 wait length 304
		followspline 0 s8 500 wait length 304
		followspline 0 s9 500 wait length 304
		wait 10000
		followspline 0 s10 500 wait length 304
		followspline 0 s11 500 wait length 304
		followspline 0 s12 500 wait length 304
		followspline 0 s13 500 wait length 304
		followspline 0 s14 500 wait length 304
		followspline 0 s15 500 wait length 304
		followspline 0 s16 500 wait length 304
		followspline 0 s17 500 wait length 304
		followspline 0 s18 500 wait length 304
		followspline 0 s19 500 wait length 304
		followspline 0 s20 500 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
	}
}


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

mia_holder
{
	death
	{
	    globalaccum 2 inc 1
		globalAccum 2 trigger_if_equal 1 mias mia1
	    globalAccum 2 trigger_if_equal 2 mias mia2
	    globalAccum 2 trigger_if_equal 3 mias mia3
	}
}

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

mia
{
	spawn
	{
		wait 50
	}

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

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

	trigger returned
	{
		globalaccum 2 inc -1
		globalaccum 2 trigger_if_equal 0 mia returned1
		globalaccum 2 trigger_if_equal 1 mia returned2
		globalaccum 2 trigger_if_equal 2 mia returned3
	}

	trigger stolen1
	{
		
		wm_announce "Allied have rescued the first soldier"
		
	}

	trigger stolen2
	{
		
		wm_announce "Allied have rescued the second soldier"
		
	}
	
	trigger stolen3
	{
		
		wm_announce "Allied have rescued the third soldier"
	}

	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"
	}

}
	
mias
{
   {
      spawn
	  wait 50
	}
	 trigger mia1
	 {
		trigger mia_full_1 show
		trigger mia_trans_1 hide
	 }
		
	  trigger mia2
       {
		trigger mia_full_2 show
		trigger mia_trans_2 hide
		}
		
      trigger mia3
	   {
		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_3
{
	spawn
	{
		wait 500
	}

	trigger hide
	{
		setstate mia_trans_3 invisible
	}
}


#108

Yes a " } "

probably one " { " to muoch in “mias” method/scriptname?

the spawn and { on wrong place…


(twt_thunder) #109

[QUOTE=oveove;482893]Yes a " } "

probably one " { " to muoch in “mias” method/scriptname?

the spawn and { on wrong place…[/QUOTE]

dude…please do a comment on the script itself or “clean write” it for me, I don’t understand this :smiley:


#110

yes box;

here:

game_manager
{

spawn
{

  wm_axis_respawntime 10 

wm_allied_respawntime 10
globalaccum 1 set 0 //checkgame
globalaccum 2 set 0 // mia counter
wm_set_round_timelimit 30

wm_number_of_objectives 4
wm_objective_status 1 0 0
wm_objective_status 1 1 0
wm_objective_status 2 1 0
wm_objective_status 3 0 0
wm_objective_status 4 1 0
// 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 checkgame
{
globalaccum 1 abort_if_not_equal 3
wm_objective_status 1 1 1
wm_setwinner 1
wm_announce “The Allies have rescued all M.I.A’s!”
wait 3000
wm_endround
}

}

//=============================================================================
//=== CP Allies Mapscript
//=============================================================================
//func_constructible
allies_cp_built
{
spawn
{
wait 50
constructible_class 2
constructible_chargebarreq 1.0
constructible_constructxpbonus 7
constructible_destructxpbonus 7
trigger self closed
}

buildstart final
{
trigger self underconstruction
}
built final
{
trigger self fixed
trigger self enable
}
decayed final
{
trigger self closed
}
death
{
trigger self damaged
trigger self disable
}

trigger underconstruction
{
setstate allies_cp_closed_model invisible
setstate allies_cp_built_model underconstruction
setstate allies_cp_damaged_model invisible
}
trigger closed
{
setstate allies_cp_closed_model default
setstate allies_cp_built_model invisible
setstate allies_cp_damaged_model invisible
}
trigger fixed
{
setstate allies_cp_closed_model invisible
setstate allies_cp_built_model default
setstate allies_cp_damaged_model invisible
}
trigger damaged
{
setstate allies_cp_closed_model invisible
setstate allies_cp_built_model invisible
setstate allies_cp_damaged_model default
}

trigger enable
{
setchargetimefactor 1 soldier 0.75
setchargetimefactor 1 lieutenant 0.75
setchargetimefactor 1 medic 0.75
setchargetimefactor 1 engineer 0.75
setchargetimefactor 1 covertops 0.75
sethqstatus 1 1
enablespeaker sound_cp_allies
wm_objective_status 2 1 1
}
trigger disable
{
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0
disablespeaker sound_cp_allies
wm_objective_status 2 1 0
}
}
//=============================================================================
//=== CP Axis Mapscript
//=============================================================================
//func_constructible
axis_cp_built
{
spawn
{
wait 50
constructible_class 2
constructible_chargebarreq 1.0
constructible_constructxpbonus 7
constructible_destructxpbonus 7
trigger self closed
}

buildstart final
{
trigger self underconstruction
}
built final
{
trigger self fixed
trigger self enable
}
decayed final
{
trigger self closed
}
death
{
trigger self damaged
trigger self disable
}

trigger underconstruction
{
setstate axis_cp_closed_model invisible
setstate axis_cp_built_model underconstruction
setstate axis_cp_damaged_model invisible
}
trigger closed
{
setstate axis_cp_closed_model default
setstate axis_cp_built_model invisible
setstate axis_cp_damaged_model invisible
}
trigger fixed
{
setstate axis_cp_closed_model invisible
setstate axis_cp_built_model default
setstate axis_cp_damaged_model invisible
}
trigger damaged
{
setstate axis_cp_closed_model invisible
setstate axis_cp_built_model invisible
setstate axis_cp_damaged_model default
}

trigger enable
{
setchargetimefactor 0 soldier 0.75
setchargetimefactor 0 lieutenant 0.75
setchargetimefactor 0 medic 0.75
setchargetimefactor 0 engineer 0.75
setchargetimefactor 0 covertops 0.75
sethqstatus 0 1
enablespeaker sound_cp_axis
wm_objective_status 3 0 1
}
trigger disable
{
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0
disablespeaker sound_cp_axis
wm_objective_status 3 0 0
}
}

// =================================================
allied_destructible
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}

death
{
alertentity allied_destructible_bits
trigger allied_destructible_toi remove

  wm_announce "The Allies have destroyed the maingate!"
  wm_objective_status 4 1 1

}
}

allied_destructible_toi
{
trigger remove
{
remove
}
}
//-------------------------------------------------------------------------------------------

//----------------------------------------------------------------------------------------------

//*********************************************************************************************
//chopper stuff*************************************
//*****************************************************************************************

huey //scriptname of script_mover
{
spawn
{
wait 300
stopsound
playsound sound/huey/huey_move.wav looping volume 1024
//play a huey sound

  followspline 0 s1 500 wait length 304 //spawn the huey to here
  trigger self huey_path //goto huey_path

}

trigger huey_path
{
//here is the commands the mover will follow

  followspline 0 s1 500 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
  wait 10000
  followspline 0 s2 500 wait length 304
  followspline 0 s3 500 wait length 304
  followspline 0 s4 500 wait length 304
  followspline 0 s5 500 wait length 304
  followspline 0 s6 500 wait length 304
  followspline 0 s7 500 wait length 304
  followspline 0 s8 500 wait length 304
  followspline 0 s9 500 wait length 304
  wait 10000
  followspline 0 s10 500 wait length 304
  followspline 0 s11 500 wait length 304
  followspline 0 s12 500 wait length 304
  followspline 0 s13 500 wait length 304
  followspline 0 s14 500 wait length 304
  followspline 0 s15 500 wait length 304
  followspline 0 s16 500 wait length 304
  followspline 0 s17 500 wait length 304
  followspline 0 s18 500 wait length 304
  followspline 0 s19 500 wait length 304
  followspline 0 s20 500 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

}
}

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

mia_holder
{
death
{
globalaccum 2 inc 1
globalAccum 2 trigger_if_equal 1 mias mia1
globalAccum 2 trigger_if_equal 2 mias mia2
globalAccum 2 trigger_if_equal 3 mias mia3
}
}

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

mia
{
spawn
{
wait 50
}

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

trigger secured
{

  globalaccum 2 trigger_if_equal 1 mia secured1
  globalaccum 2 trigger_if_equal 2 mia secured2
  globalaccum 2 trigger_if_equal 3 mia secured3

}

trigger returned
{
globalaccum 2 inc -1
globalaccum 2 trigger_if_equal 0 mia returned1
globalaccum 2 trigger_if_equal 1 mia returned2
globalaccum 2 trigger_if_equal 2 mia returned3
}

trigger stolen1
{

  wm_announce "Allied have rescued the first soldier"

}

trigger stolen2
{

  wm_announce "Allied have rescued the second soldier"

}

trigger stolen3
{

  wm_announce "Allied have rescued the third soldier"

}

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”
}

}

mias
{
spawn
{
wait 50
}

trigger mia1
{
trigger mia_full_1 show
trigger mia_trans_1 hide
}

trigger mia2
   {
  trigger mia_full_2 show
  trigger mia_trans_2 hide
  }
  
  trigger mia3
 {
  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_3
{
spawn
{
wait 500
}

trigger hide
{
setstate mia_trans_3 invisible
}
}

how can i insert thoose windows?


(twt_thunder) #111

nvm… I saw why…

how can i insert thoose windows?

dont understand what you mean, write it in swedish… I am norwegian


#112

yehhhh

but that probably dont work in game becuse it is of another format;//ingnore this

so,

if you can look at your own script and under/inside the scriptname of mias
om du tittar på din script har du en scriptname som heter mias, där är felet

you’ll see a spawn method/function
det är spawn funktionen som är felskriven

you wrote this:
du skrev såhär:

{
spawn
}

not like the correct:
som ska skrivas:

spawn
{
}

take a cup of java:)


#113

[QUOTE=thunder_13th;482896]nvm… I saw why…

dont understand what you mean, write it in swedish… I am norwegian[/QUOTE]

ja ni gör små fönster/rutor för script jag gjorde en QUOTE så det blev skitlångt


(-SSF-Sage) #114

[QUOTE=thunder_13th;482892]thx Sage, but its more complicated than this, if you downloaded the rar file you would see :slight_smile:

but now its something wrong with my whole script…

something with the “}” I will post it here so you guys can debug a bit for me… Thought I was getting good at this but now I am about to crap all the stuff …lol

here’s the total script:

game_manager
{
       
  spawn 
{
     
      wm_axis_respawntime 10 
wm_allied_respawntime 10
globalaccum 1 set 0 //checkgame
globalaccum 2 set 0 // mia counter
wm_set_round_timelimit 30

wm_number_of_objectives 4
wm_objective_status 1 0 0
wm_objective_status 1 1 0
wm_objective_status 2 1 0
wm_objective_status 3 0 0
wm_objective_status 4 1 0
// 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 checkgame
	 {
		globalaccum 1 abort_if_not_equal 3
		wm_objective_status 1 1 1
		wm_setwinner 1
		wm_announce "The Allies have rescued all M.I.A's!"
		wait 3000
		wm_endround
     }
	 
}    



	
	//=============================================================================
//=== CP Allies Mapscript
//=============================================================================
//func_constructible
allies_cp_built
{
	spawn
	{
		wait 50
		constructible_class 2
		constructible_chargebarreq 1.0
		constructible_constructxpbonus 7
		constructible_destructxpbonus 7
		trigger self closed
	}

	buildstart final
	{
		trigger self underconstruction
	}
	built final
	{
		trigger self fixed
		trigger self enable
	}
	decayed final
	{
		trigger self closed
	}
	death
	{
		trigger self damaged
		trigger self disable
	}

	trigger underconstruction
	{
		setstate allies_cp_closed_model invisible
		setstate allies_cp_built_model underconstruction
		setstate allies_cp_damaged_model invisible
	}
	trigger closed
	{
		setstate allies_cp_closed_model default
		setstate allies_cp_built_model invisible
		setstate allies_cp_damaged_model invisible
	}
	trigger fixed
	{
		setstate allies_cp_closed_model invisible
		setstate allies_cp_built_model default
		setstate allies_cp_damaged_model invisible
	}
	trigger damaged
	{
		setstate allies_cp_closed_model invisible
		setstate allies_cp_built_model invisible
		setstate allies_cp_damaged_model default
	}

	trigger enable
	{
		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75
		sethqstatus 1 1
		enablespeaker sound_cp_allies
		wm_objective_status 2 1 1
	}
	trigger disable
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0
		disablespeaker sound_cp_allies
		wm_objective_status 2 1 0
	}
}
//=============================================================================
//=== CP Axis Mapscript
//=============================================================================
//func_constructible
axis_cp_built
{
	spawn
	{
		wait 50
		constructible_class 2
		constructible_chargebarreq 1.0
		constructible_constructxpbonus 7
		constructible_destructxpbonus 7
		trigger self closed
	}

	buildstart final
	{
		trigger self underconstruction
	}
	built final
	{
		trigger self fixed
		trigger self enable
	}
	decayed final
	{
		trigger self closed
	}
	death
	{
		trigger self damaged
		trigger self disable
	}

	trigger underconstruction
	{
		setstate axis_cp_closed_model invisible
		setstate axis_cp_built_model underconstruction
		setstate axis_cp_damaged_model invisible
	}
	trigger closed
	{
		setstate axis_cp_closed_model default
		setstate axis_cp_built_model invisible
		setstate axis_cp_damaged_model invisible
	}
	trigger fixed
	{
		setstate axis_cp_closed_model invisible
		setstate axis_cp_built_model default
		setstate axis_cp_damaged_model invisible
	}
	trigger damaged
	{
		setstate axis_cp_closed_model invisible
		setstate axis_cp_built_model invisible
		setstate axis_cp_damaged_model default
	}

	trigger enable
	{
		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75
		sethqstatus 0 1
		enablespeaker sound_cp_axis
		wm_objective_status 3 0 1
	}
	trigger disable
	{
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0
		disablespeaker sound_cp_axis
		wm_objective_status 3 0 0
	}
}


// =================================================
allied_destructible
{
	spawn
	{
		wait 300
		constructible_class 3 // 2=satchel  3=dyna
	}

	death
	{
		alertentity allied_destructible_bits
		trigger allied_destructible_toi remove

		wm_announce "The Allies have destroyed the maingate!"
		wm_objective_status 4 1 1
	}
}

allied_destructible_toi
{
	trigger remove
	{
		remove
	}
}
//-------------------------------------------------------------------------------------------



//----------------------------------------------------------------------------------------------




	//*********************************************************************************************
	//******************chopper stuff*******************************************************
	//*****************************************************************************************

	huey //scriptname of script_mover
{
	spawn
	{
	    wait 300
		stopsound
		playsound sound/huey/huey_move.wav looping volume 1024
		//play a huey sound

		followspline 0 s1 500 wait length 304 //spawn the huey to here

		trigger self huey_path //goto huey_path
	}

	trigger huey_path
	{
		//here is the commands the mover will follow

		
		
		followspline 0 s1 500 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
		wait 10000
		followspline 0 s2 500 wait length 304
		followspline 0 s3 500 wait length 304
		followspline 0 s4 500 wait length 304
		followspline 0 s5 500 wait length 304
		followspline 0 s6 500 wait length 304
		followspline 0 s7 500 wait length 304
		followspline 0 s8 500 wait length 304
		followspline 0 s9 500 wait length 304
		wait 10000
		followspline 0 s10 500 wait length 304
		followspline 0 s11 500 wait length 304
		followspline 0 s12 500 wait length 304
		followspline 0 s13 500 wait length 304
		followspline 0 s14 500 wait length 304
		followspline 0 s15 500 wait length 304
		followspline 0 s16 500 wait length 304
		followspline 0 s17 500 wait length 304
		followspline 0 s18 500 wait length 304
		followspline 0 s19 500 wait length 304
		followspline 0 s20 500 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
	}
}


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

mia_holder
{
	death
	{
	    globalaccum 2 inc 1
		globalAccum 2 trigger_if_equal 1 mias mia1
	    globalAccum 2 trigger_if_equal 2 mias mia2
	    globalAccum 2 trigger_if_equal 3 mias mia3
	}
}

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

mia
{
	spawn
	{
		wait 50
	}

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

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

	trigger returned
	{
		globalaccum 2 inc -1
		globalaccum 2 trigger_if_equal 0 mia returned1
		globalaccum 2 trigger_if_equal 1 mia returned2
		globalaccum 2 trigger_if_equal 2 mia returned3
	}

	trigger stolen1
	{
		
		wm_announce "Allied have rescued the first soldier"
		
	}

	trigger stolen2
	{
		
		wm_announce "Allied have rescued the second soldier"
		
	}
	
	trigger stolen3
	{
		
		wm_announce "Allied have rescued the third soldier"
	}

	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"
	}

}
	
mias
{
   {
      spawn
	  wait 50
	}
	 trigger mia1
	 {
		trigger mia_full_1 show
		trigger mia_trans_1 hide
	 }
		
	  trigger mia2
       {
		trigger mia_full_2 show
		trigger mia_trans_2 hide
		}
		
      trigger mia3
	   {
		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_3
{
	spawn
	{
		wait 500
	}

	trigger hide
	{
		setstate mia_trans_3 invisible
	}
}

[/QUOTE]

I gave you the tools and idea. Not ready script.


(twt_thunder) #115

you go advanced and use

 its the  # button

(twt_thunder) #116

yeah I know dude and I am grateful :slight_smile:

EDIT:
AND YOU MIGHT HAVE GIVEN ME AN IDEA!


(twt_thunder) #117

[QUOTE=oveove;482897]yehhhh

but that probably dont work in game becuse it is of another format;//ingnore this

so,

if you can look at your own script and under/inside the scriptname of mias
om du tittar på din script har du en scriptname som heter mias, där är felet

you’ll see a spawn method/function
det är spawn funktionen som är felskriven

you wrote this:
du skrev såhär:

{
spawn
}

not like the correct:
som ska skrivas:

spawn
{
}

take a cup of java:)[/QUOTE]

a thx I am going blind i think, when I debug scripts :smiley: :smiley:


(twt_thunder) #118

YES YES YES!!! The #%%# script WORKS!!!
big thanx to you all, cant give you more rep atm but I will when I can :smiley:

special thx to Sage who set me to the idea :slight_smile:

will share the final script if anyone else should have 3 objectives on different places…

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

mia_holder
{
	death
	{
	    globalaccum 1 inc 1
	    globalaccum 2 trigger_if_equal 1 mia secured1
		globalaccum 2 trigger_if_equal 2 mia secured2
		globalaccum 2 trigger_if_equal 3 mia secured3
	}
}


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

mia
{
	spawn
	{
		wait 50
	}

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

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

	trigger returned
	{
		globalaccum 2 inc -1
		globalaccum 2 trigger_if_equal 0 mia returned1
		globalaccum 2 trigger_if_equal 1 mia returned2
		globalaccum 2 trigger_if_equal 2 mia returned3
	}

	trigger stolen1
	{
		
		wm_announce "Allied have rescued the first soldier"
		
	}

	trigger stolen2
	{
		
		wm_announce "Allied have rescued the second soldier"
		
	}
	
	trigger stolen3
	{
		
		wm_announce "Allied have rescued the third soldier"
	}

	trigger secured1
	{
		wm_announce "Allied team has brought the first m.i.a to safety!"
		trigger mia_full_1 show
		trigger mia_trans_1 hide
	}

	trigger secured2
	{
		wm_announce "Allied team has brought the second m.i.a to safety!"
		trigger mia_full_2 show
		trigger mia_trans_2 hide
	}
	
	trigger secured3
	{
		wm_announce "Allied team has brought the last m.i.a to safety!"
		trigger mia_full_3 show
		trigger mia_trans_3 hide
        trigger game_manager checkgame
	}

	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"
	}

}
	

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_3
{
	spawn
	{
		wait 500
	}

	trigger hide
	{
		setstate mia_trans_3 invisible
	}
}

you must connect the “trigger_flagonly_multiple” to the script “mia_holder”
and of course have the checkgame in game_manager:

trigger checkgame
	 {
		globalaccum 1 abort_if_not_equal 3
		wm_objective_status 1 1 1
		wm_setwinner 1
		wm_announce "The Allies have rescued all M.I.A's!"
		wait 3000
		wm_endround
     }

(twt_thunder) #119

Next question, when building the pk3 and all that. do you need to put in shaders from std maps?
I mean I use fueldump sky and some of the others following pak.0
how much do I need to insert?


(WuTangH) #120

No need to pack “original” textures.
Only those which are new, or from downloaded maps.