not loading my script?!


(Matt-J) #1

hey when i open et to test my mpa its not runnign my script! like it dosent even change hte spawn times or map times… am i missign something?


game_manager
{
	spawn
	{		
		// Game rules
		wm_axis_respawntime	25
		wm_allied_respawntime	20
		wm_number_of_objectives 4
		wm_set_round_timelimit	30

		// 1 - Primary: Destroy Ammo Deposit
		// 2 - Primary: Destroy Fuel Storage Tanks
		// 3 - Primary: Destroy Weapons Stockpile

		// Map Description
		wm_map description "Allied Forces reached Hammburg in their attempt to stop the German resupply efforts. Special Forces have located an Ammo Storage area, Fuel Storage Site, And Weapons Storage Facility. All must be destroyed to break teh German defenses and allow the Allies to proced farther into German territory."

		// Long Descriptions
		wm_objective_allied_desc 1 "Primary Objective: **Destroy the Axis Ammo Deposit"
		wm_objective_allied_desc 2 "Primary Objective: **Destroy the Axis Fuel Storage Tanks"
		wm_objective_allied_desc 3 "Primary Objective: **Destroy the Axis Weapons Stockpile"

		wm_objective_axis_desc 1 "Primary Objective: **Defend the Ammo Deposit from the Allies"
		wm_objective_axis_desc 2 "Primary Objective: **Defend the Fuel Storage Tanks from the Allies"
		wm_objective_axis_desc 3 "Primary Objective: **Defend the Weapons Stockpile from the Allies"

		// Short Descriptions
		wm_objective_short_allied_desc 1 "Destroy Ammo Deposit"
		wm_objective_short_allied_desc 2 "Destroy Fuel Storage Tanks"
		wm_objective_short_allied_desc 3 "Destroy Weapons Stockpile"

		wm_objective_short_axis_desc 1 "Defend the Ammo Deposit"
		wm_objective_short_axis_desc 2 "Defend the Fuel Storage Tanks"
		wm_objective_short_axis_desc 3 "Defend the Weapons Stockpile"

		// Current main objectives for each team (0=Axis, 1=Allies)
		wm_set_main_objective		1	0
		wm_set_main_objective		1	1

		wm_objective_status 1 0 0
		wm_objective_status 1 1 0
		wm_objective_status 2 0 0
		wm_objective_status 2 1 0
		wm_objective_status 3 0 0
		wm_objective_status 3 1 0
		wm_objective_status 4 0 0
		wm_objective_status 4 1 0

		wm_set_main_objective		1	0
		wm_set_main_objective		1	1

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

		// Winner on expiration of round timer (0=Axis, 1=Allies)
		wm_setwinner	0

		wait 500
		setautospawn	"Supply Yard"	0
		setautospawn	"City Entrance"	1

		// start triggered loops on/off as required (eg: command post radio sounds)
		disablespeaker allies_compost_sound
		disablespeaker axis_compost_sound
		disablespeaker allies_compost_sound_lms
		disablespeaker axis_compost_sound_lms

		wait 2000

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_construct"

		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*
	}

	trigger allies_win
	{
		wm_setwinner	1
		wm_announce "The City of Hamburg has been secured"

		wm_objective_status 4 0 2
		wm_objective_status 4 1 1

		wait 1500
		wm_endround
	}

	trigger hotel_spawn
	{
		alertentity hotel_spawn
		alertentity hotel_spawn_obj		// Hotel team_WOLF_objective

		setautospawn	"Town House"	0
		setautospawn	"Hotel"		1
	}
	
	trigger town_spawn
	{
		alertentity town_house_spawn
		alertentity town_house_spawn_obj	// Town House team_WOLF_objective

		setautospawn	"Garage"	0
		setautospawn	"Town House"	1
	}

	trigger garage_spawn
	{
		alertentity garage_spawn
		alertentity garage_spawn_obj		// Garage team_WOLF_objective

		setautospawn	"Supply Yard"	0
		setautospawn	"Garage"	1
	}
}

the .script file is in the same /map foilder as hte .bsp and other parts of the map… so i have no clue why its not working…


(Benfun7) #2

Do your map and script have the same name?
Ben


(Matt-J) #3

yea, first hing i checked


(Matt-J) #4

just to verify


(EB) #5

do you have a script_multiplayer in the map…and is it’s scriptname “game_manager” ?


(LaggingTom) #6

All the descriptions and such go in the .arena file, not the .script file. Take them out and see if it works.


(Benfun7) #7

They also have to be formated like the rest of the scripts. I copy a old script file, rename is and erase its contents and then paste my script.


(Matt-J) #8

tahts wut i did, i took teh goldrush script… also i dont have a multiplayer thing inside my map. should i?


(Ifurita) #9

also i dont have a multiplayer thing inside my map

ummm … , that’s what calls the script :wink:


(Matt-J) #10

ok lol, did u see any problems with my script btw? if u did look… its my first script and i tried to do wut goldrush did jsut changing objective numbers and names of such… im not 100% on it tho.


(Matt-J) #11

its working :D, the brush thing helped a little :wink: lol. But hte spawns are working so i will look at the oasis script for capturable spawns…
thanks


(EB) #12

cheers ( I’ll be waiting to answer your next problem buddy ) :chef:
http://www.srcgaming.com/downloads/et/prefabs/spawnp.zip


(Matt-J) #13

wow, thansk man, that si lik hte perfect thing i neede, casue i have a dynamitable forced spawn objective. THanks alot :smiley:


(EB) #14

Wait until my site is ready !!! It will be the best tutorial’s gathered up for the sooper noobs to just sit there in awe staring at the screen. LOL…bye then, you won’t be a noob anymore…rofl :smiley:


(Oxygen - o2) #15

like EB’s noob wash, go in stupid, come out smart

if only we could get everyone through that thing


(EB) #16

I will name the tutorial page Eb’s Noob wash !!! What a great name !!! hahahahahahahahaha

I may even run myself through it a few times!!!


(Matt-J) #17

lol yea i am lookign forward ot your webpage. ther are alot fo tutorials out here but the yare only good if everything is explaiend in detai because alot of ppl(like me) when learning a BRAND NEW area of work cant follow tutorails because what each thing does isnt explained… liek for example lighting, its hard to find 1 post or tutorail withh all the lighiting info you will ened. THats y i was thinking of creting some tut’s.

but anywayi have a map with 3 captureable spawns (yes 3), so in the code u sent me… it has things liek
accum 0 abort_if_equal 0
accum 0 set 0
when a flag is captured… so if use the same code for every spawn(except changign names obviosuly) do i ahve to change teh accum numebrs too? i am guessing so becasue it would change hte state of hte otehr spawns… jsut want to make sure tho unless thsoe accum’ #'s are for the spawn flag that is selected…

nvm the edit changed my mind lol


(EB) #18

Accum :
Accum values are specific to each entity and routine. So, I could use accum 1 in my objective_counter script as well as in
my forward_spawn and command_post scripts. This could also lead to some confusion if you use the same scriptname
with multiple entities. While they share the same scriptname, each will have its own, unique set of accum values. As a
result, you might end up with unexpected results.


(Matt-J) #19

ok , i was hopign i wouldnt have to change the accums, but yea i kno w abotu changing hte scriptnames and such…


(Matt-J) #20

ok i got soem new script problems…

first when i open the game ,select axis(they haev the default spawns) i dont see any of the capturable ones in the map. adn if i do i cant select them till after the game starts.

Secondly when a sapawn is captured, it dosent switch the spawn point fro mteh default. I don’t know why its not working, i followed hte script example u gave me exactly, jsut changed the info to meet my spawns… do u see teh reason? i think it might have somethign to do with the accums but i dont want to screw it up.

edit… forgot the script lol


// ============================================================================
game_manager 
{ 
	spawn
	{
		wait 50	
		wm_axis_respawntime	25
		wm_allied_respawntime	20
		wm_number_of_objectives 3
		wm_set_round_timelimit	30

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

		// Winner on expiration of round timer (0=Axis, 1=Allies)
		wm_setwinner	0

		wait 500
		setautospawn	"Cafe"	0
		setautospawn	"City Entrance"	1
	}
} 

// ============================================================================
// Forward Spawn point - Initially neutral
//
// ============================================================================
cafe_spawn_flag
{
	spawn
	{
		wait 200
		accum 0 set 2
		accum 9 set 0
		accum 8 set 0
		setstate cafe_spawn_wobj invisible
	}
	trigger axis_capture
	{
		accum 0 abort_if_equal 0
		accum 0 set 0 
		wm_announce "Axis reclaim the Cafe!"
		setstate cafe_spawn_wobj default
		setautospawn "Cafe"	0
		setautospawn "City Entrance"	1
		alertentity cafe_spawn_wobj
		accum 8 abort_if_equal 1
		accum 9 abort_if_equal 1
		alertentity cafe_spawn_wobj
		accum 9 set 1
	}

	trigger allied_capture
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "Allies capture the Cafe!"
		setstate cafe_spawn_wobj default
		alertentity cafe_spawn_wobj
		setautospawn "Cafe"	1
		setautospawn "Garage"	0
		accum 8 set 1
	}
}

garage_spawn_flag
{
	spawn
	{
		wait 200
		accum 0 set 2
		accum 9 set 0
		accum 8 set 0
		setstate garage_spawn_wobj invisible
	}
	trigger axis_capture
	{
		accum 0 abort_if_equal 0
		accum 0 set 0 
		wm_announce "Axis reclaim the Garage!"
		setstate garage_spawn_wobj default
		setautospawn "Garage"	0
		setautospawn "Cafe"	1
		alertentity garage_spawn_wobj
		accum 8 abort_if_equal 1
		accum 9 abort_if_equal 1
		alertentity garage_spawn_wobj
		accum 9 set 1
	}

	trigger allied_capture
	{
		accum 0 abort_if_equal 1
		accum 0 set 1
		wm_announce "Allies capture the Garage!"
		setstate garage_spawn_wobj default
		alertentity garage_spawn_wobj
		setautospawn "Garage"	1
		setautospawn "Supply Yard"	0
		accum 8 set 1
	}
}

thanks