Script mover problems


(.Chris.) #1

In my map ive got a sequence where after you blown an objective a tank moves along on its own(no escort!) then it blows up a wall everything seems to work apart from the tank dissapearing right after the first objectives is blown, everything after works, like the alertentities and set states i have afterwards, i tried taking parts out of script like the movement animation things and sound sections but same happened, i also planted few mines around tank to see if the clip moves, mines didnt go off so i guess the whole things vanishes. i checked the console with script debug and nothing there.
At the moment i only want it to move one spline as still got some brush work in the area to add.

heres my script, if anyone can spot any obvious mistakes let me know:

if you require the map for inspection let me know and ill temp upload it.


(d3coy) #2

you need to add an extra spline at the end that is not targeted in your script.


(.Chris.) #3

thanks alot, saved my life there, i tried that but at wrong end of the spline path, didnt occur to me to try at end aswell as start :smiley:

anyway thanks again.
chris


(.Chris.) #4

Sorry for duoble post, new prob occured and searching hasnt come up with anything.

OK Ive now got 2 script moves in my map, there two tanks that move on their own when i tell em through the script, one will blow up a gate then destroyed, the other will move on and blow the main entrance, the problem is the first one wont move and is pointing downwards, therefore cant blow the first little gate where both tanks are behind, the second one however does move after you blown an objective, but it fails to blow the main entrance script debug says trigger has unkown name: Tank_C when i want first tank to move, and when it comes to blowing door it says trigger has unkown name: hurt_doorblast .
ive checked the script and map and iam 100% sure they are there.

If anyone has any suggestions i be greatful, here the script:

//***********************
// WOLKEN 4:
//***********************

game_manager
{
	spawn
	{
		trigger tank_C moving

		wm_objective_status 1 1 0 //blow turmfaust
		wm_objective_status 1 0 0 //blow turmfaust

		wm_axis_respawntime	1
		wm_allied_respawntime	1
		wm_set_round_timelimit  30

		wm_set_defending_team	0
		wm_setwinner	0


		setstate gate1_A invisible //gate rubble
		setstate gate2_A invisible //gate rubble


		trigger self 20_min_countdown






    }

    trigger timelimit_hit
    {
	    wait 2000
	    alertentity big_bang
    }

    trigger 20_min_countdown
    {
	    wait 1200000
	    wm_announce "Test fire resquedueled, 10 minutes till text fire!"
	    wait 300000
	    wm_announce "Test fire in 5 minutes!"
	    wait 180000
	    wm_announce "2 minutes till test fire!"
	    wait 90000
	    wm_announce "10"
	    wait 1000
	    wm_announce "9"
	    wait 1000
	    wm_announce "8"
	    wait 1000
	    wm_announce "7"
	    wait 1000
	    wm_announce "6"
	    wait 1000
	    wm_announce "5"
	    wait 1000
	    wm_announce "4"
	    wait 1000
	    wm_announce "3"
	    wait 1000
	    wm_announce "2"
	    wait 1000
	    wm_announce "1"
	    wait 1000
	    wm_announce "FIRE!"
    }
}

// ==================
// TURMFAUST
// ==================
turmfaust
{
	spawn
	{
		wait 50
		constructible_class 3
	}

	death
	{
		wm_announce "Allies have disabled the turmfaust!"

		wm_objective_status 1 1 1
		wm_objective_status 1 0 2

		trigger tank_B move
		//setstate turret invisible
		//setstate truuet_brace invisible
		//setstate turret_debris default

		setstate rocket_ammo invisible
	}
}

//===============================================
// Tank C (Blows little gate then blown by turmfaust)
//===============================================

tank_C
{
	spawn
	{
		wait 50
		faceangles 0 225 0 50
		trigger self sound_idle

		trigger self tracks_stop

		// Reset the tank+turret into correct position
		followspline 0 tankstart_A 10000 wait
		followspline 1 tankstart_A 10000 wait

	}

    trigger sound_idle
    {
	    stopsound
	    playsound sound/vehicles/tank/tank_idle.wav looping volume 512
    }

	trigger sound_start
	{
		stopsound
		playsound sound/vehicles/tank/tank_revup.wav volume 196
	}

	trigger sound_move
	{
		stopsound
		playsound sound/vehicles/tank/tank_move.wav looping volume 512
	}


	trigger sound_death
	{
		stopsound
		playsound sound/vehicles/tank/tank_stop.wav volume 256
	}

// ===========================================================================================
	trigger tracks_forward
	{

		remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_forward
		remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_forward
		remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_forward
		remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_forward
		remapshaderflush
	}


	trigger tracks_stop
	{

		remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_r
		remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_r
		remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_l
		remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_l
		remapshaderflush
	}

	trigger moving
	{
		wait 500

		trigger self run_0
	}

	trigger run_0
	{
			trigger self sound_start
	        trigger self sound_move
	        trigger self tracks_forward
	        followspline 0 point_A0 80 wait
	        trigger self run_1
    }



	trigger run_1
	{


		    followspline 0 point_A1 80 wait
		    trigger self avre_fire
		    alertentity small_gate
		    trigger self run_2
	}

	trigger run_2
	{
		    followspline 0 point_A2 80 wait
		    trigger self run_3
	}

	trigger run_3
	{

		    followspline 0 point_A3 80 wait
		    trigger self run_4
	}

	trigger run_4
	{
		    trigger self twirl
		    followspline 0 point_A4 80 wait
		    trigger sound_death

    }

	trigger twirl
	{
		faceangles 325 180 90 5000
	}

    trigger avre_fire
	{
		playsound sound/vehicles/tank/tank_fire.wav volume 300
	}
}

//================================================================================
// Physical tank turret MODEL
//================================================================================
tank_turret_C
{
	spawn
	{
		wait 500
		attachtotag tank_C tag_turret
	}
}

//===============================================
// Tank B (Blows big gate after turmfaust blown)
//===============================================

tank_B
{
	spawn
	{
		wait 50
		faceangles 0 225 0 50
		trigger self sound_idle

		trigger self tracks_stop

		// Reset the tank+turret into correct position
		followspline 0 tankstart_B 10000 wait
		followspline 1 tankstart_B 10000 wait

	}

    trigger sound_idle
    {
	    stopsound
	    playsound sound/vehicles/tank/tank_idle.wav looping volume 512
    }

	trigger sound_start
	{
		stopsound
		playsound sound/vehicles/tank/tank_revup.wav volume 196
	}

	trigger sound_move
	{
		stopsound
		playsound sound/vehicles/tank/tank_move.wav looping volume 512
	}

	trigger sound_stop
	{
		stopsound
		playsound sound/vehicles/tank/tank_revdown.wav volume 196
	}

// ===========================================================================================
	trigger tracks_forward
	{

		remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_forward
		remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_forward
		remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_forward
		remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_forward
		remapshaderflush
	}


	trigger tracks_stop
	{

		remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_r
		remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_r
		remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_l
		remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_l
		remapshaderflush
	}

	trigger move
	{
		wait 500

		trigger self run_0
	}

	trigger run_0
	{
			trigger self sound_start
	        trigger self sound_move
	        trigger self tracks_forward
	        followspline 0 point_B0 80 wait
	        trigger self run_1
    }

	trigger run_1
	{


		    followspline 0 point_B1 80 wait
		    trigger self run_2
	}

	trigger run_2
	{
		    followspline 0 point_B2 80 wait
		    trigger self run_3
	}

	trigger run_3
	{
		    followspline 0 point_B3 80 wait
		    trigger self run_4
	}

	trigger run_4
	{
		    followspline 0 point_B4 80 wait
            trigger self tracks_stop
	        trigger self sound_stop
	        wait 2000
	        trigger tank_turret_B turning

	        trigger self blow_door

    }

	trigger blow_door
	{

		wait 200
		trigger hurt_doorblast boom
		wait 500
		setstate door_toi invisible
		setstate bankdoors_cm_marker invisible
	}

}
//================================================================================
// Physical tank turret MODEL
//================================================================================
tank_turret_B
{
	spawn
	{
		wait 500
		attachtotag tank_B tag_turret
	}

	trigger turning
	{
		trigger self spin_start
		faceangles 0 8 0 3000 wait
		trigger self spin_stop
		trigger self avre_fire
		trigger tank_B blow_door
		faceangles 0 0 0 3000 wait
	}

	trigger avre_fire
	{
		playsound sound/vehicles/tank/tank_fire.wav volume 300
	}

	trigger spin_start
	{
		stopsound
		playsound sound/vehicles/tank/turret_spin.wav looping volume 127
	}

	trigger spin_stop
	{
		stopsound
		playsound sound/vehicles/tank/turret_end.wav volume 96
	}

}

hurt_doorblast
{
	spawn
	{
		wait 50
		setstate hurt_doorblast invisible
	}

	trigger boom
	{
		setstate hurt_doorblast default
		alertentity maindoor
		wait 100
		remove

	}
}

if you need map can temp upload as it may be hard ot imagine what i attempting here.