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.