Ok guys, for the very first time I work on a ww2 map, I call it the shrine and the shrine is in a pyramid…
Axis has to blow a door and get the objective out on a truck and escort it to a little city.
But when truck comes to the city I want the obj to be moved down to ground behind the truck and becoming an pickable obj again… as the axis have to bring it to a boat…
How do I do this?
script question: object moved to location when truck have arrived
nvm… think I can use an globalaccum to make the second object invisible until set…
I got a mad idea that can work,
When the truck arrives, the stuff on it becoming invisible
Then a script mover becoming visisible on it instead
Then it moves on a single curved spline down
Becoming invisible
And the blueflag there becoming visible 
When you post a message on this board, on need to have at least 10 characters in your message to be able to post:
“^ this” is 6 chars long, thus not enough 
Ah this part ^^’
Well usually online the single ^ points the post right above, and “this” in this case means “Nothing to add, I think the same” 
you guys are so funny… cant even get the game to not show stage 2 of the object…
So you can actually just run to marketplace … pickup the obj and then win the game without first getting it from pyramid…
what the heck am I doing wrong?
heres my second script for the object on the ground:
// ===========shrine 2nd stage ================================
shrine2
{
spawn
{
globalaccum 1 abort_if_not_equal 1
setstate shrine_full invisible
}
trigger stolen
{
}
trigger returned
{
wm_announce "^1Allied have brought the shrine back"
}
trigger captured
{
wm_announce "Axis have loaded the Shrine on to boat and are escaping"
trigger shrine2_full show
trigger shrine2_trans hide
wm_setwinner 1
wait 500
wm_endround
}
}
shrine2_full
{
spawn
{
globalaccum 1 abort_if_not_equal 1
wait 500
globalaccum 1 abort_if_less_than 1
setstate shrine2_full invisible
}
trigger show
{
globalaccum 1 abort_if_less_than 1
setstate shrine2_full default
}
}
shrine2_trans
{
spawn
{
globalaccum 1 abort_if_not_equal 1
wait 500
}
trigger hide
{
setstate shrine_trans invisible
}
}
ok… fixed a bit on script and got the first script make the second enities invisble… but it doesnt seem I can make the ctf_blueflag vissible again…
alertenity gives error that ctf_blueflag doesnt have a “use” function and setstate default doesnt seem to work either…pretty wierd since I can make it invisible…
I give up on this… Tweaked my head and read all about entities on chrucker… But this cant be solved it seems…
I will post the whole script as it is today to see if anybody can come up with something usefull…
game_manager
{
spawn
{
wait 50
wm_axis_respawntime 5 // Axis respawn time
wm_allied_respawntime 5 // Allied respawn time
wm_set_round_timelimit 15 // Map timelimit
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 1 //defending team allied
// Winner on expiration of round timer (0=Axis, 1=Allies)
wm_setwinner 1 // set allied to winners if objective is not loaded on boat within round limit
setautospawn pyramid 1 //set allied to spawn by pyramid
setautospawn boat 0 //set axis spawn to boat
accum 5 set 0 // set objective on truck to 0
accum 3 bitset 1 // set truck stuck so objective will release it
}
}
// ================================================
pyramid_gate
{
spawn
{
wait 50
trigger self setup
constructible_class 3 // 2=Satchel 3=Dyna
constructible_constructxpbonus 10
constructible_destructxpbonus 10
}
trigger setup
{
setstate pyramid_gate_materials default // Crate Models
setstate pyramid_gate_clip default // Clip brushes
setstate pyramid_gate_flag default
}
built final
{
setstate pyramid_gate_materials invisible // Crate Models
setstate pyramid_gate_clip invisible // Clip brushes
setstate pyramid_gate_flag invisible
wm_announce "Allied Team have built the pyramid gate!"
}
decayed final
{
trigger self setup
}
death
{
trigger self setup
wm_announce "Axis have destroyed the pyramid gate!"
}
}
//============================================================================
//=============================================================================
//=== Truck Mapscript
//=============================================================================
truck_smoke
{
spawn
{
wait 300
attachtotag truck tag_wfront
setstate truck_smoke invisible
}
}
// sound "thread"
truck_engine
{
spawn
{
wait 200
attachtotag truck tag_wfront
trigger truck_engine sound_idle
}
trigger start
{
trigger truck_engine sound_start
wait 950
trigger truck_engine sound_move
}
trigger stop
{
trigger truck_engine sound_stop
wait 950
trigger truck_engine sound_idle
}
// ========================================
// sound events
trigger sound_idle
{
playsound sound/vehicles/truck/truck_idle.wav looping
}
trigger sound_start
{
stopsound
playsound sound/vehicles/truck/truck_revup.wav volume 96
}
trigger sound_move
{
playsound sound/vehicles/truck/truck_move.wav looping
}
trigger sound_stop
{
stopsound
playsound sound/vehicles/truck/truck_revdown.wav volume 96
}
trigger sound_death
{
stopsound
playsound sound/vehicles/truck/truck_stop.wav volume 96
}
// ========================================
}
truck_build
{
spawn
{
wait 500
attachtotag truck tag_wback
}
}
truck_construct
{
spawn
{
constructible_class 2
constructible_health 1050
constructible_constructxpbonus 10
constructible_destructxpbonus 10
}
built final
{
alertentity truck
wm_announce "The truck has been repaired!"
}
}
// script_mover
//=============================================================================
// accum 0, script lock
// accum 1, current movement path position
// accum 2, track state
// accum 3, bit 0 death status (0=dead, 1=alive)
// bit 1 stuck status (0=not stuck, 1=stuck)
// bit 2 players nearby (0=no players, 1=players)
// bit 3 moving status (0=not moving, 1=moving)
// bit 4 temp register
// bit 5 message-flag (0=no message, 1=message)
// bit 6 visible state (0=alive, 1=dead)
// bit 7 barricade #1 (0=not built, 1=built)
// bit 8 barricade #2 (0=not built, 1=built)
// bit 9 barricade #3 (0=not built, 1=built)
// bit 10 barricade #4 (0=not built, 1=built)
// accum 4, stop counter
// acumm 5 shrine
truck
{
spawn
{
wait 50
constructible_chargebarreq 1.0
constructible_constructxpbonus 10
constructible_destructxpbonus 10
followspline 0 path_00 10000 wait length -64
trigger self barricade1_destroyed
trigger self barricade2_destroyed
accum 5 set 0
accum 0 set 1
}
// ========================================
trigger script_lock
{
accum 0 inc 1
}
trigger script_unlock
{
accum 0 inc -1
}
// ========================================
trigger wheels_forward
{
trigger truck_bwheel2 forward
trigger truck_fwheel forward
}
trigger wheels_backward
{
trigger truck_bwheel2 backward
trigger truck_fwheel backward
}
trigger wheels_stop
{
trigger truck_bwheel2 stop
trigger truck_fwheel stop
}
// ========================================
trigger truck_enable
{
trigger self stuck_check
accum 3 abort_if_bitset 1 // stuck check
accum 4 set 0 // reset stop counter
accum 3 bitreset 2 // reset player check
accum 3 abort_if_bitset 3 // already following spline
accum 0 abort_if_not_equal 0 // are we not in a script lockout?
accum 3 abort_if_bitset 0 // death check
trigger self script_lock
trigger truck_engine start
trigger self wheels_forward
trigger self script_unlock
trigger self move
}
trigger truck_disable
{
accum 4 inc 1 // up the stop counter
accum 4 abort_if_less_than 2 // 2 second ride
accum 3 bitset 2 // set player check
trigger self deathcheck
}
// ========================================
trigger stuck_check
{
accum 3 bitreset 1 // accum 3, bit 1 stuck status (0=not stuck, 1=stuck)
trigger self stuck_check_scriptlockout
trigger self stuck_check_finished
trigger self stuck_check_barrier1_built
trigger self stuck_check_barrier2_built
trigger self stuck_check_objectives_loaded// check if shrine is loaded,or else truck stands
}
trigger stuck_check_barrier1_built
{
accum 1 abort_if_not_equal 7
accum 3 abort_if_not_bitset 7
accum 3 bitset 1 // stuck
}
trigger stuck_check_barrier2_built
{
accum 1 abort_if_not_equal 14
accum 3 abort_if_not_bitset 8
accum 3 bitset 1 // stuck
}
trigger stuck_check_finished
{
accum 1 abort_if_less_than 19
accum 3 bitset 1
}
trigger stuck_check_scriptlockout
{
accum 0 abort_if_equal 0
accum 3 bitset 1
}
trigger stuck_check_objectives_loaded
{
accum 1 abort_if_not_equal 00// spline 0?
accum 5 abort_if_equal 1 //one object?
accum 3 bitset 1 // stuck
}
trigger add_shrine
{
accum 5 inc 1
accum 0 set 0
//trigger self truck_escape_msg
wm_announce "Allied team is escaping with the Shrine!"
//wm_objective_status 4 0 2
//wm_objective_status 4 1 1
//wm_set_main_objective 5 0
//wm_set_main_objective 5 1
//setstate shrine_toi invisible
//setstate shrine_cm_marker invisible
}
// ========================================
trigger stopcheck_setup
{
accum 3 bitset 4 // stop if we're stuck/no-one's pushing :)
accum 3 abort_if_bitset 2 // no one in the trigger, abort
trigger self stuck_check // call the stop check function
accum 3 abort_if_bitset 1 // we're stuck so break out
accum 3 bitreset 4 // we're free to move
}
trigger stopcheck
{
trigger self stopcheck_setup
accum 3 abort_if_not_bitset 4
trigger self script_lock
trigger truck_engine stop
trigger self wheels_stop
trigger self script_unlock
resetscript
}
// ========================================
trigger deathcheck
{
accum 3 abort_if_not_bitset 0 // are we dead?
accum 3 abort_if_bitset 6 // are we not already visibly dead?
accum 3 abort_if_bitset 3 // are we not following a spline?
accum 0 abort_if_not_equal 0 // are we not in a script lockout?
accum 3 bitset 6 // we're now visibly dead
accum 3 bitset 5
wm_announce "^5The truck has been damaged"
changemodel models/mapobjects/blitz_sd/blitzbody_damaged.md3
setstate truck_smoke default
kill truck_construct
trigger truck_engine sound_death
trigger self wheels_stop
resetscript
}
rebirth
{
accum 3 bitreset 6 // we're visibly alive
accum 3 bitreset 0 // we're alive again
changemodel models/mapobjects/blitz_sd/blitzbody.md3
setstate truck_smoke invisible
trigger truck_engine sound_idle
}
death
{
accum 3 bitset 0
}
// ========================================
trigger run_continue
{
accum 1 inc 1
trigger self deathcheck
trigger self stopcheck
trigger self move
}
trigger move
{
trigger self move_check
wait 500
trigger self move
}
trigger move_check
{
trigger self stuck_check
accum 3 abort_if_bitset 1
accum 1 trigger_if_equal 0 truck move_to_0
accum 1 trigger_if_equal 1 truck move_to_1
accum 1 trigger_if_equal 2 truck move_to_2
accum 1 trigger_if_equal 3 truck move_to_3
accum 1 trigger_if_equal 4 truck move_to_4
accum 1 trigger_if_equal 5 truck move_to_5
accum 1 trigger_if_equal 6 truck move_to_6
accum 1 trigger_if_equal 7 truck move_to_7
accum 1 trigger_if_equal 8 truck move_to_8
accum 1 trigger_if_equal 9 truck move_to_9
accum 1 trigger_if_equal 10 truck move_to_10
accum 1 trigger_if_equal 11 truck move_to_11
accum 1 trigger_if_equal 12 truck move_to_12
accum 1 trigger_if_equal 13 truck move_to_13
accum 1 trigger_if_equal 14 truck move_to_14
accum 1 trigger_if_equal 15 truck move_to_15
accum 1 trigger_if_equal 16 truck move_to_16
accum 1 trigger_if_equal 17 truck move_to_17
accum 1 trigger_if_equal 18 truck move_to_18
accum 1 trigger_if_equal 19 truck move_to_19
accum 1 trigger_if_equal 20 truck move_to_20
accum 1 trigger_if_equal 21 truck move_to_21
}
trigger move_to_0
{
trigger self run_continue
}
trigger move_to_1
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_0 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_2
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_1 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_3
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_2 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_4
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_3 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_5
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_4 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_6
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_5 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_7
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_6 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_8
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_7 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_9
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_8 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_10
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_9 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_11
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_10 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_12
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_11 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_13
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_12 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_14
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_13 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_15
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_14 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_16
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_15 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_17
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_16 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_18
{
accum 3 bitset 3
followspline 0 path_17 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_19
{
setstate shrine_full invisible
setstate shrine2_trans default
activate shrine2ctf
wm_announce "Axis have brought the Shrine to the market"
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_18 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self run_continue
}
trigger move_to_20
{
trigger self wheels_forward
accum 3 bitset 3
followspline 0 path_19 100 wait length -64
accum 3 bitreset 3
trigger self wheels_stop
trigger self sound_stop
}
trigger barricade1_constructed
{
accum 3 bitset 7
}
trigger barricade1_destroyed
{
accum 3 bitreset 7
}
trigger barricade2_constructed
{
accum 3 bitset 8
}
trigger barricade2_destroyed
{
accum 3 bitreset 8
}
}
truck_bwheel2
{
spawn
{
wait 500
attachtotag truck tag_wback
}
trigger forward
{
setrotation 130 0 0
}
trigger backward
{
setrotation -130 0 0
}
trigger stop
{
stoprotation
}
}
truck_fwheel
{
spawn
{
wait 500
attachtotag truck tag_wfront
}
trigger forward
{
setrotation 130 0 0
}
trigger backward
{
setrotation -130 0 0
}
trigger stop
{
stoprotation
}
}
truck_trigger
{
spawn
{
wait 500
attachtotag truck tag_wback
}
}
truck_disabler
{
trigger run
{
trigger truck truck_disable
}
}
truck_enabler
{
trigger run
{
trigger truck truck_enable
}
}
//=============================================================================
//=== Barricade 1 Mapscript
//=============================================================================
defense1
{
spawn
{
wait 400
setstate defense1_materials default
setstate defense1_materials_clip default
setstate defense1_flag default
constructible_class 3
constructible_chargebarreq 1.0
constructible_constructxpbonus 10
constructible_destructxpbonus 10
}
buildstart final
{
setstate defense1_materials default
setstate defense1_materials_clip default
setstate defense1_flag default
}
built final
{
setstate defense1_materials invisible
setstate defense1_materials_clip invisible
setstate defense1_flag invisible
//inform the truck that this barricade has been built
trigger truck barricade1_constructed
wm_announce "Barricade 1 has been constructed."
}
decayed final
{
setstate defense1_materials default
setstate defense1_materials_clip default
setstate defense1_flag default
}
death
{
setstate defense1_materials default
setstate defense1_materials_clip default
setstate defense1_flag default
trigger truck barricade1_destroyed
}
trigger remove
{
setstate defense1_toi invisible
setstate defense1_materials invisible
setstate defense1_materials_clip invisible
setstate defense1_flag invisible
remove
}
}
//=============================================================================
//=== Barricade 2 Mapscript
//=============================================================================
defense2
{
spawn
{
wait 400
setstate defense2_materials default
setstate defense2_materials_clip default
setstate defense2_flag default
constructible_class 3
constructible_chargebarreq 1.0
constructible_constructxpbonus 10
constructible_destructxpbonus 10
}
buildstart final
{
setstate defense2_materials default
setstate defense2_materials_clip default
setstate defense2_flag default
}
built final
{
setstate defense2_materials invisible
setstate defense2_materials_clip invisible
setstate defense2_flag invisible
//inform the truck that this barricade has been built
trigger truck barricade2_constructed
wm_announce "Barricade 2 has been constructed."
}
decayed final
{
setstate defense2_materials default
setstate defense2_materials_clip default
setstate defense2_flag default
}
death
{
setstate defense2_materials default
setstate defense2_materials_clip default
setstate defense2_flag default
trigger truck barricade2_destroyed
}
trigger remove
{
setstate defense2_toi invisible
setstate defense2_materials invisible
setstate defense2_materials_clip invisible
setstate defense2_flag invisible
remove
}
}
// ===========shrine 1st stage ================================
shrine
{
spawn
{
wait 50
setstate shrine2ctf invisible
setstate shrine2_full invisible
setstate shrine2_trans invisible
}
trigger stolen
{
}
trigger returned
{
wm_announce "^1Allied have brought the shrine back"
}
trigger captured
{
wm_announce "Axis have loaded the Shrine on to truck"
trigger shrine_full show
trigger shrine_trans hide
trigger truck add_shrine
}
}
shrine_full
{
spawn
{
wait 500
attachtotag truck tag_obj1
faceangles 0 90 0 50
setstate shrine_full invisible
}
trigger show
{
setstate shrine_full default
}
}
shrine_trans
{
spawn
{
wait 500
attachtotag truck tag_obj1
faceangles 0 90 0 50
}
trigger hide
{
setstate shrine_trans invisible
}
}
// ===========shrine 2nd stage ================================
shrine2
{
spawn
{
}
trigger stolen
{
}
trigger returned
{
wm_announce "^1Allied have brought the shrine back"
}
trigger captured
{
wm_announce "Axis have loaded the Shrine on to boat and are escaping"
trigger shrine2_full show
trigger shrine2_trans hide
wm_setwinner 0
wait 500
wm_endround
}
}
shrine2_full
{
spawn
{
wait 500
setstate shrine2_full invisible
}
trigger show
{
setstate shrine2_full default
}
}
shrine2_trans
{
spawn
{
wait 500
}
trigger hide
{
setstate shrine_trans invisible
}
}
//==================spawn stuff======================
spawnpyramid
{
trigger remove
{
remove
}
}
//team_WOLF_objective
spawnpointpyramid
{
trigger show
{
setstate spawnpointpyramid default
setstate spawnpyramid default
setstate spawnflagpyramid default
}
trigger hide
{
setstate spawnpointpyramid invisible
setstate spawnpyramid invisible
setstate spawnflagpyramid invisible
}
trigger set_none
{
accum 0 set -1
}
trigger set_axis
{
accum 0 set 0
}
trigger set_allied
{
accum 0 set 1
}
trigger remove
{
trigger spawnpyramid remove
trigger spawnflagpyramid remove
setstate spawnpointpyramid invisible
remove
}
}
//team_WOLF_checkpoint
// accum 0: team (0=axis, 1=allies, -1=none)
spawnflagpyramid
{
spawn
{
wait 100
accum 0 set 1
}
trigger axis_capture
{
trigger self touch_axis
}
trigger allied_capture
{
trigger self touch_allied
}
trigger touch_axis
{
accum 0 abort_if_equal 0
accum 0 set 0
wm_announce "^2axis captured the pyramid spawn..."
trigger spawnpointpyramid set_axis
trigger spawnpointpyramid hide
setautospawn pyramid 0
setautospawn house 1
}
trigger touch_allied
{
accum 0 abort_if_equal 1
accum 0 set 1
//wm_announce "^4Allied captured the pyramid spawn.."
trigger spawnpointpyramid set_allied
trigger spawnpointpyramid show
setautospawn pyramid 1
setautospawn boat 0
}
trigger show
{
setstate spawnflagpyramid default
}
trigger hide
{
setstate spawnflagpyramid invisible
}
trigger remove
{
setstate spawnflagpyramid invisible
remove
}
}
But if everything works but not invisible + visible on the secod blueflag
Make a func_static clip around it and use changemodel
Okey, ive never do something like this but i think a command for changing model exists
But you can also create the blueflag from script i think 
Andchangemodel - you should make a empty model
Without any tris or stuff in, a invisible/empty
an empty model still would be picked up by a player if he runs there…
and creating it from script wont work I think… nvm I will do without it, Just making the truck go nearer the boat and finnish it there…
But thx anyway 