Yes ofcourse. What is the problem on different? Just combine them in game_manager.
[map] MIA
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…
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
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
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.
thx Sage, but its more complicated than this, if you downloaded the rar file you would see
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
}
}
Yes a " } "
probably one " { " to muoch in “mias” method/scriptname?
the spawn and { on wrong place…
[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
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?
nvm… I saw why…
how can i insert thoose windows?
dont understand what you mean, write it in swedish… I am norwegian
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=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
[QUOTE=thunder_13th;482892]thx Sage, but its more complicated than this, if you downloaded the rar file you would see
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.
yeah I know dude and I am grateful
EDIT:
AND YOU MIGHT HAVE GIVEN ME AN IDEA!
[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
YES YES YES!!! The #%%# script WORKS!!!
big thanx to you all, cant give you more rep atm but I will when I can
special thx to Sage who set me to the idea
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
}
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?
No need to pack “original” textures.
Only those which are new, or from downloaded maps.