the script is as an attachment and also one screenshot of what you see ingame
here is another screenshot (seen in radiant):

EDIT: btw i tried the /g_scriptdebug , but i can’t seem to find it.
but still thx !! 
the script is as an attachment and also one screenshot of what you see ingame
here is another screenshot (seen in radiant):

EDIT: btw i tried the /g_scriptdebug , but i can’t seem to find it.
but still thx !! 
Give us the keys and values of the second last and last spline. I still suspect it is where it goes wrong. Aslong as if I understood right. It shoots correct, but it moves to the center of the map? That is the full error?
Ps. It might use for some more control points, or tank’s turning will look pretty rough, unless that’s what you want.
You put the /g_scriptdebug 1 to the console in game and read as the scripts are getting executed. You might need to be in /devmap mode and maybe do /developer 1. I don’t remember, since I always use /map and put /forcecvar sv_cheats 1.
aight ,
here are screenies from the entities menu from spln 12 and spln 13 (grmpf … -.- @ 13 … )

about the controls, i just wanted to test the route already without the controls, so i knew the tank tourning was gonna be quite abrupt. i hope it hasn’t got anything to do with that 
btw thanks Sage for taking care of this problem and for helping me out 
grtz,
I think it is what I guessed. Althought my brains don’t work today. 
Ok try this:
Delete triggers run_12 and run_13 from the tank scriptblock. And put this where they were:
trigger run_12
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln12 80 wait
accum 1 bitreset 2
trigger self script_lockout
trigger self tracks_stop
trigger tank_sound stop
wm_objective_status 2 0 2
wm_objective_status 2 1 1
startanimation 45 10 15 nolerp norandom
wait 666
startanimation 0 1 15 nolerp norandom
wait 900
trigger tank_turret turn
accum 3 inc 1
}
And also delete this line from the dispatch trigger:
accum 3 trigger_if_equal 13 tank run_13
Say, did you think of adding an extra spline?
I can’t remember if it can cause this issue, but in some cases it helps if the 13th spline points to an extra spline. This extra spline shouldn’t affect the rest of your script, seeing how you instruct the tank to stop at the 13th spline node.
[QUOTE=kamikazee;175513]Say, did you think of adding an extra spline?
I can’t remember if it can cause this issue, but in some cases it helps if the 13th spline points to an extra spline. This extra spline shouldn’t affect the rest of your script, seeing how you instruct the tank to stop at the 13th spline node.[/QUOTE]
Hehe. I told ya my brain weren’t working due to very bad hangover.
But that is another solution. 
Usually when it executes a followspline command, and it can’t find the splines, it will just go to the center of the map or something. ^^
well sage your brain wasn’t that bad afteral 
it works pretty ok
it stops at the last spline … fires … boom … and the tank stays like a good dog at spln 13
but now my tank want to ‘overwork’ and everytime you come near the tank it still starts to shake (the animation) the wheels start to spin the noise starts to roar but he just stays at spln 13. although i really pissed my pants with laughing… i think it could be a silly mistake in the script perhaps?
understand my point? hehe lol, anyway thanks a lot sage (and brain) for keeping my tank at the right spline 
(and others… for reading this
)
Oops. I had a “long” (15 mins) thought and searched through the script. Then it hit me. I forgot one thing. There is such a thing as “stuch_check_finished”. I’m sry, but this should make it work, my bad.
So change this from the tank’s scriptblock:
trigger stuck_check_finished
{
// The check should be the final spln nbr + 1
accum 3 abort_if_less_than 13 //was 14, has to be 13
accum 1 bitset 3
}
Now it should abort on the move_check trigger, as the accum 1’s bit 3 is set. Btw it would have been so much easier and faster to just add the extra spline, but I guess it’s too late now. :stroggtapir:
Kamikazee; I did not think. :stroggtapir: All this when we could just have added the one single extra spline and voila.
jugh … i know
but ey… what’s in a spline 8)
( W. E.T. Shakespear
)
ok thx for now, i’m gonna check it out tomorrow… gotta reboot life mode. good night
grtz