Map timer + stack error


(Justice) #1

I’m making a map with a timer, which is supposed to blow up a wall.
At first, I did a few counts in game_manager’s spawn, and it worked.
When I expended the amount of counts, I got an error G_MAX_SCRIPT_STACK_ITEMS overload or something.

After a few searches I found out I just had to add another block of scripts, but now it is not running.

This is my current script:

game_manager
{
	spawn
	{
		wm_axis_respawntime	1
		wm_allied_respawntime	1
		wm_set_round_timelimit	20

		// Stopwatch mode defending team (0=Axis, 1=Allies)
		wm_set_defending_team	0

		// If the round timer expires, the Axis have won, so set the current winning team
		// Set the round winner:  0 == AXIS, 1 == ALLIED
		wm_setwinner 0
		
		trigger axisspawn_timer start
	
	}

}

axisspawn_timer
{

	trigger start
	{
		setstate s1n0 invisible
		setstate s1n1 default
		setstate s3n0 default
		setstate s3n1 invisible
		setstate s3n2 invisible
		setstate s3n3 invisible
		setstate s3n4 invisible
		setstate s3n5 invisible
		setstate s3n6 invisible
		setstate s3n7 invisible
		setstate s3n8 invisible
		setstate s3n9 invisible
		setstate s4n0 default
		setstate s4n1 invisible
		setstate s4n2 invisible
		setstate s4n3 invisible
		setstate s4n4 invisible
		setstate s4n5 invisible
		setstate s4n6 invisible
		setstate s4n7 invisible
		setstate s4n8 invisible
		setstate s4n9 invisible
		trigger axisspawn_timer auto1
	}

	trigger auto1
	{
		wait 1000
		setstate s1n1 invisible
		setstate s3n0 invisible
		setstate s4n0 invisible
		setstate s1n0 default 
		setstate s3n5 default
		setstate s4n9 default
		wait 1000
		setstate s4n9 invisible
		setstate s4n8 default
		wait 1000
		setstate s4n8 invisible
		setstate s4n7 default
		wait 1000
		setstate s4n7 invisible
		setstate s4n6 default
		wait 1000
		setstate s4n6 invisible
		setstate s4n5 default
		wait 1000
		setstate s4n5 invisible
		setstate s4n4 default
		wait 1000
		setstate s4n4 invisible
		setstate s4n3 default
		wait 1000
		setstate s4n3 invisible
		setstate s4n2 default
		wait 1000
		setstate s4n2 invisible
		setstate s4n1 default
		wait 1000
		setstate s4n1 invisible
		setstate s4n0 default
		trigger axisspawn_timer auto2
	}
	
	trigger auto2
	{
		wait 1000
		setstate s3n5 invisible
		setstate s4n1 invisible
		setstate s3n4 default
		setstate s4n9 default
		wait 1000
		setstate s4n9 invisible
		setstate s4n8 default
		wait 1000
		setstate s4n8 invisible
		setstate s4n7 default
		wait 1000
		setstate s4n7 invisible
		setstate s4n6 default
		wait 1000
		setstate s4n6 invisible
		setstate s4n5 default
		wait 1000
		setstate s4n5 invisible
		setstate s4n4 default
		wait 1000
		setstate s4n4 invisible
		setstate s4n3 default
		wait 1000
		setstate s4n3 invisible
		setstate s4n2 default
		wait 1000
		setstate s4n2 invisible
		setstate s4n1 default
		wait 1000
		setstate s4n1 invisible
		setstate s4n0 default
		trigger axisspawn_timer auto3
	}

	trigger auto3
	{
		wait 1000
		setstate s3n4 invisible
		setstate s4n0 invisible
		setstate s3n3 default
		setstate s4n9 default
		wait 1000
		setstate s4n9 invisible
		setstate s4n8 default
		wait 1000
		setstate s4n8 invisible
		setstate s4n7 default
		wait 1000
		setstate s4n7 invisible
		setstate s4n6 default
		wait 1000
		setstate s4n6 invisible
		setstate s4n5 default
		wait 1000
		setstate s4n5 invisible
		setstate s4n4 default
		wait 1000
		setstate s4n4 invisible
		setstate s4n3 default
		wait 1000
		setstate s4n3 invisible
		setstate s4n2 default
		wait 1000
		setstate s4n2 invisible
		setstate s4n1 default
		wait 1000
		setstate s4n1 invisible
		setstate s4n0 default
		trigger axisspawn_timer auto4
	}

	trigger auto4
	{
		wait 1000
		setstate s3n3 invisible
		setstate s4n0 invisible
		setstate s3n2 default
		setstate s4n9 default
		wait 1000
		setstate s4n9 invisible
		setstate s4n8 default
		wait 1000
		setstate s4n8 invisible
		setstate s4n7 default
		wait 1000
		setstate s4n7 invisible
		setstate s4n6 default
		wait 1000
		setstate s4n6 invisible
		setstate s4n5 default
		wait 1000
		setstate s4n5 invisible
		setstate s4n4 default
		wait 1000
		setstate s4n4 invisible
		setstate s4n3 default
		wait 1000
		setstate s4n3 invisible
		setstate s4n2 default
		wait 1000
		setstate s4n2 invisible
		setstate s4n1 default
		wait 1000
		setstate s4n1 invisible
		setstate s4n0 default
		trigger axisspawn_timer auto5
	}

	trigger auto5
	{
		wait 1000
		setstate s3n2 invisible
		setstate s4n0 invisible
		setstate s3n1 default
		setstate s4n9 default
		wait 1000
		setstate s4n9 invisible
		setstate s4n8 default
		wait 1000
		setstate s4n8 invisible
		setstate s4n7 default
		wait 1000
		setstate s4n7 invisible
		setstate s4n6 default
		wait 1000
		setstate s4n6 invisible
		setstate s4n5 default
		wait 1000
		setstate s4n5 invisible
		setstate s4n4 default
		wait 1000
		setstate s4n4 invisible
		setstate s4n3 default
		wait 1000
		setstate s4n3 invisible
		setstate s4n2 default
		wait 1000
		setstate s4n2 invisible
		setstate s4n1 default
		wait 1000
		setstate s4n1 invisible
		setstate s4n0 default
		trigger axisspawn_timer auto6
	}

	trigger auto6
	{
		wait 1000
		setstate s3n1 invisible
		setstate s4n0 invisible
		setstate s3n0 default
		setstate s4n9 default
		wait 1000
		setstate s4n9 invisible
		setstate s4n8 default
		wait 1000
		setstate s4n8 invisible
		setstate s4n7 default
		wait 1000
		setstate s4n7 invisible
		setstate s4n6 default
		wait 1000
		setstate s4n6 invisible
		setstate s4n5 default
		wait 1000
		setstate s4n5 invisible
		setstate s4n4 default
		wait 1000
		setstate s4n4 invisible
		setstate s4n3 default
		wait 1000
		setstate s4n3 invisible
		setstate s4n2 default
		wait 1000
		setstate s4n2 invisible
		setstate s4n1 default
		wait 1000
		setstate s4n1 invisible
		setstate s4n0 default
		trigger axisspawn_timer final
	}

	trigger final
	{
		wait 1000
		setstate s1n0 invisible
		setstate s3n0 invisible
		setstate s4n0 invisible
		setstate timer_rest invisible
		setstate dynamites invisible
		alertentity brick_wall
		alertentity dyna_explosion
		wm_announce "Axis spawn has been opened!"
	}
}

I have different func_static entities with targetname s#n# (slot#number#). These entitybrushes have number-textures on them. None of them have a scriptname appointed, idk if that is necessary.

REMEMBER this script worked when I was working in game_manager/spawn with it.

Can anybody tell me what I’m doing wrong?


(nUllSkillZ) #2

Not sure what you exactly try to achieve.
If you only want to make an object disappear after a given time there might be other possibilities.

There’s a func_timer entity.
That might be a possibility.

Not that sure if it’s possible to get the time a map is already running.

Edit:

If you have seen such behaviour in another map you could examine the script of that map.
Or ask the mapper.


(Justice) #3

I don’t know any map with such timer :S

Anyways, I fixed it.
I had to add this scriptname to a brush and set a wait before triggering the event.