mover problem


(isbowhten) #1

something liek a lift… just horizontal moves after event spawn executed followspline 0 11 5000 wait
11 means: the first kind of lift moves on the spline 1 targeted at spline 0
=> intialize via spawn: followspline forward 1st_mover/spline1 speed wait
this works fine… the invisible_user 2 func_sxplosives and 2 func_doors move togehter with the frame of the kind of lift.
after it spawned it should be activateable by a func_iunvisible_user:
scriptddebug shows that follospline is executed !!!
but the mover doesn’t move!
script_mover, doors , explosives , invisible user , spline0 have all the same origin.
and as i had said it works fine if follospline is executed from spawn event.
there are only 2 plines targetes at each other, so the mover can move in 2 directions (it is just a faster way)

any ideas?


m1  (Scrioptname all moving entities have)
{
spawn
{
wait 300
followspline 0 10 100
alertentity d1 ( doors close and open automatically ... -> door1 (d1d = the other door of the 1st mover))
}
trigger move  //executed by a script_trigger activated by the invisible_user
{
alertentity d1
followspline 0 10 900 wait
alertentity d1d
}
trigger back   // moving back!
{
alertentity d1d
followspline 1 10 900 wait
alertentity d1
}
}


(-SSF-Sage) #2

followspline 0 10 900 wait

and you said you have spline0 and spline1. So you should have one with targetname spline0 and target spline1 then the other with targetname spline1. No spaces allowed. Now when you execute it:

followspline 0 spline0 900 wait

and

followspline 1 spline0 900 wait

Also what are those dl dld? What are those doors? You open and close them with alertentity? You have a func_door with toggle?

Also make sure you have origin brushes for script_movers, doors, explosives and inv_user.


(isbowhten) #3

1st of all:
spline0 and spline1 i only used for explaining and describing.
func_door with a targetname and toggle spawnflag… no origin brush!!
this is totally useless in this case because it would merge the explosives and doors to mover entities.
i just typed in the origin of spline 0 (targetname = 0 ) in every entity which should move