Script Question?


(nUllSkillZ) #21

You must have the same amount of “{” and “}”.
So please count your “{” and “}”.
And try to format your script.
This will make it easier to find this error.


(Benfun7) #22


(Benfun7) #23

Here is my script:

fence
{
spawn
{
wait 200
constructible_class 2
constructible_constructxpbonus 1
constructible_destructxpbonus 1
setstate fence_materials invisible
}
built final
{
wm_announce " The Fence has been Built!"
setstate fence default
setstate fence_materials invisible
}
decayed final
{
setstate fence_materials default
setstate fence invisible
}
death
{
wm_announce “The fence has been destroyed!”
setstate fence_e_materials default
}
}

Is somthing wrong?

I dont know if you can use this but here is my test map file:

// entity 0
{
“classname” “worldspawn”
“mapcoordsmaxs” “-512 512”
“mapcoordsmins” “512 -512”
// brush 0
{
( 128 144 384 ) ( 128 -112 384 ) ( -128 144 384 ) skies/fueldump_clouds 0 0 0 0.5 0.5 0 0 0
( 128 384 40 ) ( -128 384 40 ) ( 128 384 -88 ) skies/fueldump_clouds 0 0 0 0.5 0.5 0 0 0
( 384 120 64 ) ( 384 120 -64 ) ( 384 -136 64 ) skies/fueldump_clouds 0 0 0 0.5 0.5 0 0 0
( -128 -128 -384 ) ( 128 -128 -384 ) ( -128 128 -384 ) skies/fueldump_clouds 0 0 0 0.5 0.5 0 0 0
( -128 -384 -72 ) ( -128 -384 56 ) ( 128 -384 -72 ) skies/fueldump_clouds 0 0 0 0.5 0.5 0 0 0
( -384 -72 -64 ) ( -384 184 -64 ) ( -384 -72 64 ) skies/fueldump_clouds 0 0 0 0.5 0.5 0 0 0
( -128 144 376 ) ( 128 -112 376 ) ( 128 144 376 ) skies/fueldump_clouds 0 0 0 0.5 0.5 0 0 0
}
// brush 1
{
( 128 144 384 ) ( 128 -112 384 ) ( -128 144 384 ) egypt_floor_sd/sandygrass_b 0 0 0 0.5 0.5 0 0 0
( 128 384 40 ) ( -128 384 40 ) ( 128 384 -88 ) egypt_floor_sd/sandygrass_b 0 0 0 0.5 0.5 0 0 0
( 384 120 64 ) ( 384 120 -64 ) ( 384 -136 64 ) egypt_floor_sd/sandygrass_b 0 0 0 0.5 0.5 0 0 0
( -128 -128 -384 ) ( 128 -128 -384 ) ( -128 128 -384 ) egypt_floor_sd/sandygrass_b 0 0 0 0.5 0.5 0 0 0
( -128 -384 -72 ) ( -128 -384 56 ) ( 128 -384 -72 ) egypt_floor_sd/sandygrass_b 0 0 0 0.5 0.5 0 0 0
( -384 -72 -64 ) ( -384 184 -64 ) ( -384 -72 64 ) egypt_floor_sd/sandygrass_b 0 0 0 0.5 0.5 0 0 0
( 128 376 -88 ) ( -128 376 40 ) ( 128 376 40 ) egypt_floor_sd/sandygrass_b 0 0 0 0.5 0.5 0 0 0
}
// brush 2
{
( 128 144 384 ) ( 128 -112 384 ) ( -128 144 384 ) egypt_floor_sd/sandygrass_b 0 0 0 0.5 0.5 0 0 0
( 128 384 40 ) ( -128 384 40 ) ( 128 384 -88 ) egypt_floor_sd/sandygrass_b 0 0 0 0.5 0.5 0 0 0
( 384 120 64 ) ( 384 120 -64 ) ( 384 -136 64 ) egypt_floor_sd/sandygrass_b 0 0 0 0.5 0.5 0 0 0
( -128 -128 -384 ) ( 128 -128 -384 ) ( -128 128 -384 ) egypt_floor_sd/sandygrass_b 0 0 0 0.5 0.5 0 0 0
( -128 -384 -72 ) ( -128 -384 56 ) ( 128 -384 -72 ) egypt_floor_sd/sandygrass_b 0 0 0 0.5 0.5 0 0 0
( -384 -72 -64 ) ( -384 184 -64 ) ( -384 -72 64 ) egypt_floor_sd/sandygrass_b 0 0 0 0.5 0.5 0 0 0
( 376 -136 64 ) ( 376 120 -64 ) ( 376 120 64 ) egypt_floor_sd/sandygrass_b 0 0 0 0.5 0.5 0 0 0
}
// brush 3


(TFate) #24

I’m not sure if you copy/pasted your script or what, but a problem might be that on the death of the fence you setstate ““fence_e_materials”” default instead of ““fence_materials””.

:slight_smile:


(Benfun7) #25


(TFate) #26

Well, I’d take a look at your .map file but it does not seem to be complete. :S


(Benfun7) #27


(nUllSkillZ) #28

Try this script:


fence
{
	spawn
	{
		wait 200
		constructible_class 2
		constructible_constructxpbonus 1
		constructible_destructxpbonus 1

		setstate fence invisible
		setstate fence_materials default
	}

	buildstart final
	{
		setstate fence underconstruction
		setstate fence_materials default
	}

	built final
	{
		setstate fence default
		setstate fence_materials invisible
		wm_announce "The fence has been build!"
	}

	decayed final
	{
		setstate fence invisible
		setstate fence_materials default
	}

	death
	{
		setstate fence invisible
		setstate fence_materials default
		wm_announce "The fence has been destroyed!"
	}
}

The crates-model, the flag-model, the clip-script-mover around the crates and the flagpole all have the targetname “fence_materials”.

And there should be origin-brushes within the brush-entites.


(TFate) #29

No benfun7, I mean your map is not complete in that you did not copy/paste the whole thing into your post. :wink:


(Benfun7) #30


(Benfun7) #31