Couldn’t find any similar problems, so had to make a new topic. Here it goes:
Was tinkering with RtCW Wild West mapping, when ran into a problem I can’t really explain and the problem is again with scripts. Thing is - while making a map for vanilla RtCW, the script copied directly from Wild West mods directory works like a charm - everything is blowable, documents are deliverable and endgame works.
Problem starts when I use the same script (which is 1:1 copied from a working WW mod map) and run compiler for wildwest mod, the script seem to stop working - I can blow up things, pick up documents, but I can’t secure them. Respectively, points count in for taking and securing, blowing things, but the endgame just refuses to work.
Now I know that objectives are called just like on that map from which I copied it (that also shows in vanilla rtcw where everything just works), no misspellings or whatsoever, but the game just refuses to “activate” the script fully. Even the respawn times doesn’t work on mod, but they do work on original map and rtcw. Also, bsp file is with the same name as script file.
Here’s the script:
//Script info for Map: wildwest_harmonica
//By [DSB]TikkiT
//Last edited: 1st November 2003 by Hewster
//Edit Date Who Why
// 11/12/04 Queeg Fixed Dynomite misspelling.
game_manager
{
spawn
{
// Set scenario information
wm_mapdescription "The Banditos are out to reclaim Little Perdro's stolen harmonica. The greedy outlaw cowboys aren't going to give it up easily!"
// Set the respawn times
wm_allied_respawntime 20
wm_axis_respawntime 20
//set the game time limit
wm_set_round_timelimit 12
// Set the number of objectives for the map
wm_number_of_objectives 3
// Cowboys control both the Northeast Guard Post and the Bunkhouse Loot room (0 == AXIS, 1 == ALLIED, -1 == common)
wm_set_objective_status 1 1
wm_set_objective_status 2 1
wm_set_objective_status 3 1
// Long descriptions
wm_objective_allied_desc 1 "Primary Objective:**Protect the Northeast Guard Post !"
wm_objective_allied_desc 2 "Primary Objective:**Guard the Loot Room door !"
wm_objective_allied_desc 3 "Primary Objective:**Prevent the return of Pedro's Harmonica !"
wm_objective_axis_desc 1 "Primary Objective:**Break through the Northeast Guard Post !"
wm_objective_axis_desc 2 "Primary Objective:**Blow the Loot Room door !"
wm_objective_axis_desc 3 "Primary Objective:**Return to the Escape Tunnel with Pedro's Harmonica !"
// Short descriptions
wm_objective_short_axis_desc 1 "Break through the Northeast Guard Post !!"
wm_objective_short_axis_desc 2 "Blow the Loot Room door !"
wm_objective_short_axis_desc 3 "Return to the Escape Tunnel with Pedro's Harmonica !"
wm_objective_short_allied_desc 1 "Protect the Northeast Guard Post !"
wm_objective_short_allied_desc 2 "Guard the Loot Room door !"
wm_objective_short_allied_desc 3 "Prevent the return of Pedro's Harmonica !"
// video file path / overview image
wm_overview_image "video/wildwest_harmonica.roq"
// objective images
wm_objective_image 1 "gfx/2d/mp_objectives/wildwest_harmonica_obj1.tga"
wm_objective_image 2 "gfx/2d/mp_objectives/wildwest_harmonica_obj2.tga"
wm_objective_image 3 "gfx/2d/mp_objectives/wildwest_harmonica_obj3.tga"
// Set Defending Team for SW Mode
wm_set_defending_team 1
// If the round timer expires, the Cowboys have won, so set the current winning team
// Set the round winner: 0 == Bandits, 1 == Cowboys
wm_setwinner 1
// Set Accum #1 & #2 initialize
accum 1 set 0
//make sure spawns enabled/disabled at game start
wait 2000
}
trigger objective1
{
// Change the objective state internally, so UI can update, etc.
// Banditos take control of objective #1 (Northeast Guard Post)
wm_set_objective_status 1 0
// UI pop-up to alert players
wm_announce "The Banditos have dynamited the Northeast Guard Post!"
}
trigger objective2
{
// Change the objective state internally, so UI can update, etc.
// Banditos takes control of objective #2 (Destroyed Loot Room Door)
wm_set_objective_status 2 0
// UI pop-up to alert players
wm_announce " Banditos have destroyed the Loot Room door !"
}
trigger objective3
{
// Change the objective state internally, so UI can update, etc.
// Banditos takes control of objective #3 (Returned objective to safety)
wm_set_objective_status 3 0
// UI pop-up to alert players
wm_announce " Banditos have returned Pedro's Harmonica !"
accum 1 set 1
trigger game_manager checkgame
}
trigger checkgame
{
accum 1 abort_if_not_equal 1
// Set the round winner: 0 == AXIS, 1 == ALLIED
wm_setwinner 0
wait 1500
// End the round
wm_endround
}
}
bandito_obj1 //Destroy NE Guard Post
{
spawn
{
}
death
{
trigger game_manager objective1
}
}
bandito_obj2 //Destroyed Axis Gun
{
spawn
{
}
death
{
trigger game_manager objective2
}
}
bandito_obj3 //Pedro's Harmonica Returned
{
spawn
{
}
death
{
trigger game_manager objective3
}
}
Could it be an issue that I’m using GTKRadiant 1.6.5 (latest build), but the WildWest mod is done back in time with something like 1.4.x version of it?
Here’s video showing that script works with RtCW: https://www.youtube.com/watch?v=7cWoyO9Sksg
And here’s video showing how script doesn’t work anymore: https://www.youtube.com/watch?v=JvpktuwQmCw
Any ideas why this is happening and where to look into?