Script Problem--> NeeD HeLp


(Victorianetza) #1

Hello Everyone… Still i am making my first map and i am nearly finishing it. I have one (!)
problem with the script. So lets begin:

My map has 3 objectives: Allies should steal secret documents, and also steal old egyptian script book and transmit them. These are the primary objectives. There is one Secondary: To Destroy one wall…So i compile the map and then, start ET.

Everything goes ok, until i start playing. During the spectator time: 120 secs i see the book and the docs, and on the commandmap i see the explosives ( also the forward spawn flags). Then when the real game starts: The objectives are gone: the docs and the book disappeared and the PLACES FOR THE RANKS of the soldiers (the squares on the left corner)… and when i push the button for the command map all the explosives pics are changed with command post pics :???:

here is a link for my script: http://victorianetza.hit.bg/islandfull.script

if you can not access it i will post it here…

NEED HELP :blah: :banghead:


(SiliconSlick) #2

You have 3 sections called “game_manager”… 2 of which
only contain empty “spawn” routines.

SiliconSlick


(Victorianetza) #3

you think thats the problem.? ok i will try it and post the result here after time :cool:


(TFate) #4

By the way, if you edit the script but don’t edit the map, you don’t have to recompile the map.


(Victorianetza) #5

tnx i will do what i can and post it here :chef:


(MadJack) #6

TFate is right. All you have to do if you change ANYTHING in the script is /map_restart and the .script file is simply reparsed and start from the current current (last saved) document.

Just make sure you SAVED your modifications… Not that it happened to me :wink: lol


(Ifurita) #7

Your script is very messy. Start with the game manager section at the top since, if it works like autoexecs, it will read and execute from the top down. That’s where most people typically start looking for objective and game management type info. Also, with your three objectives, do they need to be completed in sequence or in any order?


(Victorianetza) #8

well i tried to make the script in some order, you can check it now if you didnt :smiley:

the objectives are in order ( i think but i am not sure): First to destroy the wall, than to steal the docs, steal the book and then transmitt them?

is this ok?

if there is a map with similar objectives, please tell it :slight_smile:

PS. With the updated script i still have the problem :stuck_out_tongue:


(Victorianetza) #9

come on people! i dont know how to make this thing to work? i have problems with the forward spawns? i get them from the manual :bored: Sock, drakir, other masters help! :frowning:

if this will help you: everthing is ok ( i see the proper dynamite icons, and the objectives) in the spectator mode . when i start the public game, the icons are changed and the stars of the avatar soldier dissappear… do is have to do something with time in the script?

i would not have problems if everything was explained here:
http://www.planetquake.com/simland/ldr1_1/samplemap08b.htm

or here:
http://www.planetquake.com/simland/ldr1_1/samplemap08a.htm

why are these parts missing and so others?


(Loffy) #10

…come on people! i dont know how to make this thing to work? i have problems with the forward spawns?..

I had many problems with my forward spawn, in my last map.
The solution? I made the map alot simpler (not so many objectives and spawns) and then it worked - I got it to work, but it took a loong time.

…why are these parts missing and so others?

That is just because of time. Or, the lack of time… The people who write these tutorials do it on their free time, like a hobby.
I am sure these parts will come, eventually.
I think it is great that there are so many parts available! The rock tutorial, for example. Have you tried that one? I really recommend it.
Keep on mapping and good luck!
// Loffy


(Victorianetza) #11

tnx loffy for the info. i will try to make the spawns simpler :disgust:


(Victorianetza) #12

what is the easier way to make a forward spawn point without any buggs?

HELp :???:

i just want 2 for axis and 2 for allies: axis control their first inittialy; same for allies. axis capture the second when get to it. same for allies :???:


(Mean Mr. Mustard) #13

Question: You have 4 separate spawns? 2 for axis and 2 for allies? Or is one of them a ‘capture’ the flag like the old city in oasis?

Activating and deactivating spawns is all done via the script - and it’s straight forward if you understand scripting. There are two commands that are important for switching the spawn points:

  1. setautospawn “Name Here” x where x =0 for axis and 1 for allies
  2. setstate “team_WOLF_objective scriptname” default

I have a forward spawn that is activated once a command post is built. I use the two above commands with no problems. I know there is a post on SD about this topic…


(Victorianetza) #14

my forward spawn points are the same as in the level designer’s reference. one main for axis and allies and 1 to capture (not permanent) for axis and one for allies. i thought it was not so hard…


(Victorianetza) #15

just one more question: which is better to be done first: objectives or forward spawns?


(Victorianetza) #16

i have one question about the sounds: i want to make sounds for the objectives like: construct the command post, steal the radar parts, secure the radio parts, but u dont get the idea how to do it… do i need an entity in the Radiant or some sort of script in the mymapname.script?? master editors i need your help! :???: