Hello, I’m having a problem with my scripting on the those goldbar holders. Here’s my script
//script Ctf_x
//
game_manager
{
spawn
{
// Set scenario information
//
print game_manager spawn
wm_axis_respawntime 11
wm_allied_respawntime 11
wm_set_round_timelimit 10
wm_number_of_objectives 6
//wm_objective_image 1 "gfx/2d/kothtest/objective.jpg"
// changed all: "wm_ set_ objective_ status" into wm_set_main_objective
wm_set_main_objective 1 0 //axis flag 1
wm_set_main_objective 2 0 //axis flag 2
wm_set_main_objective 3 0 //axis flag 3
wm_set_main_objective 4 1 //allies flag 1
wm_set_main_objective 5 1 //allies flag 2
wm_set_main_objective 6 1 //allies flag 3
// accum 0 holds status of each flag as a bit
// capped = set, not capped = reset
accum 0 set 0
// If the round timer expires, no one has won
// Set the round winner: 0 == AXIS, 1 == ALLIED
wm_setwinner -1
}
}
//
trigger add_axis_goldbar
{
accum 0 inc 1
trigger game_manager axis_secured
wm_teamvoiceannounce 0 "axis_hq_objective_captured"
wm_teamvoiceannounce 1 "allies_hq_objective_captured"
trigger gold_axis_full_1 show
trigger gold_axis_trans_1 hide
accum 0 abort_if_less_than 2
trigger gold_axis_full_2 show
trigger gold_axis_trans_2 hide
accum 0 abort_if_less_than 3
trigger gold_axis_full_3 show
trigger gold_axis_trans_3 hide
trigger game_manager axis_win
}
trigger axis_secured
{
accum 0 trigger_if_equal 1 game-manager axis_secured1
accum 0 trigger_if_equal 2 game_manager axis_secured2
accum 0 trigger_if_equal 3 game_manager axis_secured3
}
trigger axis_secured1
{
wm_announce "Axis team has secured the first Gold Crate!"
}
trigger axis_secured2
{
wm_announce "Axis team has secured the second Gold Crate!"
}
trigger axis_secured3
{
wm_announce "Axis team has secured the last Gold Crate!"
}
trigger add_allies_goldbar
{
accum 1 inc 1
trigger game_manager allies_secured
wm_teamvoiceannounce 0 "axis_hq_objective_captured"
wm_teamvoiceannounce 1 "allies_hq_objective_captured"
trigger gold_allies_full_1 show
trigger gold_allies_trans_1 hide
accum 1 abort_if_less_than 2
trigger gold_allies_full_2 show
trigger gold_allies_trans_2 hide
accum 1 abort_if_less_than 3
trigger gold_allies_full_3 show
trigger gold_allies_trans_3 hide
trigger game_manager allies_win
}
trigger allies_secured
{
accum 1 trigger_if_equal 1 game_manager allies_secured1
accum 1 trigger_if_equal 2 game_manager allies_secured2
accum 1 trigger_if_equal 3 game_manager allies_secured3
}
trigger allies_secured1
{
wm_announce "Allied team has secured the first Gold Crate!"
}
trigger allies_secured2
{
wm_announce "Allied team has secured the second Gold Crate!"
}
trigger allies_secured3
{
wm_announce "Allied team has secured the last Gold Crate!"
}
trigger allies_win
{
wm_setwinner 1
wait 1500
wm_endround
}
trigger axis_win
{
wm_setwinner 0
wait 1500
wm_endround
}
}
//setting up the gold visible en invisble
gold_allies_full_1
{
spawn
{
wait 50
setstate gold_allies_full_1 invisible
accum 1 set 0
}
trigger visible
{
setstate gold_allies_full_1 default
accum 1 abort_if_not_equal 0
wm_announce "Allies have secured a locknar!"
accum 1 set 1
wm_set_main_objective 1 1
}
trigger invisible
{
setstate gold_allies_full_1 invisible
}
}
gold_allies_full_2
{
spawn
{
wait 50
setstate gold_allies_full_2 invisible
accum 1 set 0
}
trigger visible
{
setstate gold_allies_full_2 default
accum 1 abort_if_not_equal 0
wm_announce "Allies have secured a locknar!"
accum 1 set 1
wm_set_main_objective 2 1
}
trigger invisible
{
setstate gold_allies_full_2 invisible
}
}
gold_allies_full_3
{
spawn
{
wait 50
setstate gold_allies_full_3 invisible
accum 1 set 0
}
trigger visible
{
setstate gold_allies_full_3 default
accum 1 abort_if_not_equal 0
wm_announce "Allies have secured a locknar!"
accum 1 set 1
wm_set_main_objective 3 1
}
trigger invisible
{
setstate gold_allies_full_3 invisible
}
}
gold_allies_trans_1
{
trigger visible
{
setstate gold_allies_trans_1 default
}
trigger invisible
{
setstate gold_allies_trans_1 invisible
}
}
gold_allies_trans_2
{
trigger visible
{
setstate gold_allies_trans_2 default
}
trigger invisible
{
setstate gold_allies_trans_2 invisible
}
}
gold_allies_trans_3
{
trigger visible
{
setstate gold_allies_trans_2 default
}
trigger invisible
{
setstate gold_allies_trans_2 invisible
}
}
gold_axis_full_1
{
spawn
{
wait 50
setstate gold_axis_full_1 invisible
accum 1 set 0
}
trigger visible
{
setstate gold_axis_full_1 default
accum 1 abort_if_not_equal 0
wm_announce "Allies have secured a locknar!"
accum 1 set 1
wm_set_main_objective 4 0
}
trigger invisible
{
setstate gold_axis_full_1 invisible
}
}
gold_axis_full_2
{
spawn
{
wait 50
setstate gold_axis_full_2 invisible
accum 1 set 0
}
trigger visible
{
setstate gold_axis_full_2 default
accum 1 abort_if_not_equal 0
wm_announce "Allies have secured a locknar!"
accum 1 set 1
wm_set_main_objective 5 0
}
trigger invisible
{
setstate gold_axis_full_2 invisible
}
}
gold_axis_full_3
{
spawn
{
wait 50
setstate gold_axis_full_3 invisible
accum 1 set 0
}
trigger visible
{
setstate gold_axis_full_3 default
accum 1 abort_if_not_equal 0
wm_announce "Allies have secured a locknar!"
accum 1 set 1
wm_set_main_objective 6 0
}
trigger invisible
{
setstate gold_axis_full_3 invisible
}
}
gold_axis_trans_1
{
trigger visible
{
setstate gold_axis_trans_1 default
}
trigger invisible
{
setstate gold_axis_trans_1 invisible
}
}
gold_axis_trans_2
{
trigger visible
{
setstate gold_axis_trans_2 default
}
trigger invisible
{
setstate gold_axis_trans_2 invisible
}
}
gold_axis_trans_3
{
trigger visible
{
setstate gold_axis_trans_3 default
}
trigger invisible
{
setstate gold_axis_trans_3 invisible
}
}
allies_gold_crate
{
spawn
{
accum 0 set 0//goldcounter
}
trigger stolen
{
setstate allies_gold_crate invisible
wait 1000
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "radar_axis_radarw_taken"
wm_teamvoiceannounce 1 "radar_allies_radarw_taken"
// *---------------------------------------------------------------------------------*
}
trigger dropped
{
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "radar_axis_radarw_lost"
wm_teamvoiceannounce 1 "radar_allies_radarw_lost"
// *---------------------------------------------------------------------------------*
}
trigger returned
{
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "radar_axis_radarw_returned"
wm_teamvoiceannounce 1 "radar_allies_radarw_returned"
// *---------------------------------------------------------------------------------*
}
trigger captured
{
setstate allied_gold_crate default
}
}
axis_gold_flag
{
death
{
trigger game_manager add_axis_goldbar
}
}
allied_gold_flag
{
death
{
trigger game_manager add_allies_goldbar
}
}
axis_gold_crate
{
spawn
{
accum 0 set 0//goldcounter
}
trigger stolen
{
setstate axis_gold_crate invisible
wait 1000
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "radar_axis_radarw_taken"
wm_teamvoiceannounce 1 "radar_allies_radarw_taken"
// *---------------------------------------------------------------------------------*
}
trigger dropped
{
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "radar_axis_radarw_lost"
wm_teamvoiceannounce 1 "radar_allies_radarw_lost"
// *---------------------------------------------------------------------------------*
}
trigger returned
{
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "radar_axis_radarw_returned"
wm_teamvoiceannounce 1 "radar_allies_radarw_returned"
// *---------------------------------------------------------------------------------*
}
trigger captured
{
setstate axis_gold_crate default
}
}
these are my entitnies:
the obj itself has the following scriptname: “allies_gold_crate”
the place were you need to bring your obj:
the visibel gold after securing: gold_allies_full_1,2 and 3 (same axis but name allies->axis)
the trans red one: gold_allies_transl_1, 2 and 3
the trigger surrounding it has “allied_gold_flag” as scriptingname
in game it gives the following error’s with the /g_scriptdebug command on:

the thing is ingame that the obj can be taken but when running into the trigger the obj is being destroyed and there is no change in the obj state, also the red and and the real obj are visibel at the same time wich is really wierd…
can anyone help me out? thx in advance
Trash