I’m working on a new map were one of the objectifes is to capture a boat en drive it to a certain location. But now when I’am making a test of how to work with the boat and making it move there accure some problems 
first of all, my boat wont move when an allied person is near ( a spawn flag has been set for allied), it is possible to destoy the boat but NOT to repair it. I wrote the following code, maybe someone could look for my faults…
game_manager
{
}
//::::::::::Boat::Stuff::::::::::
boat_disabler
{
trigger run
{
trigger boatbase boat_disable
}
}
boat_enabler
{
trigger run
{
trigger boatbase boat_enable
}
}
trigger boat_enable
{
trigger self stuck_check
accum 1 abort_if_bitset 3 // stuck check
accum 4 set 0 // reset stop counter
accum 1 bitreset 8 // reset stop check
accum 1 abort_if_bitset 2 // already following spline
accum 5 abort_if_not_equal 0// are we not in a script lockout?
accum 1 abort_if_bitset 7 // death check
// Any just started moving stuff goes here
trigger self script_lockout
startanimation 55 10 15 nolerp norandom
wait 666
startanimation 5 40 15 nolerp norandom
wait 500
trigger self tracks_forward
trigger self script_lockout_stop
trigger self move
}
trigger boat_disable
{
accum 4 inc 1 // up the stop counter
accum 4 abort_if_less_than 4
accum 1 bitset 8 // set stop check
trigger self deathcheck
}
trigger move_check
{
trigger self stuck_check
accum 1 abort_if_bitset 3
trigger self dispatch
}
trigger move
{
trigger self move_check
wait 500
trigger self move
}
trigger dispatch
{
accum 3 trigger_if_equal 0 boatbase run_0
accum 3 trigger_if_equal 1 boatbase run_1
accum 3 trigger_if_equal 2 boatbase run_2
accum 3 trigger_if_equal 3 boatbase run_3
accum 3 trigger_if_equal 4 boatbase run_4
}
trigger run_0
{
accum 1 bitset 2
followspline 0 spln2 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_1
{
accum 1 bitset 2
followspline 0 spln3 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_2
{
accum 1 bitset 2
followspline 0 spln4 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_3
{
accum 1 bitset 2
followspline 0 spln5 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_4
{
accum 1 bitset 2
followspline 0 spln6 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_incpos
{
accum 3 inc 1
}
trigger run_continue
{
trigger self run_incpos
trigger self deathcheck
trigger self stopcheck
trigger self move
}
trigger stuck_check
{
accum 1 bitreset 3
trigger self stuck_check_scriptlockout
trigger self stuck_check_finished
}
trigger stuck_check_finished
{
accum 3 abort_if_less_than 134
accum 1 bitset 3
}
trigger stuck_check_scriptlockout
{
accum 5 abort_if_equal 0
accum 1 bitset 3
}
trigger stopcheck_setup
{
accum 1 bitset 6
accum 1 abort_if_bitset 8
trigger self stuck_check
accum 1 abort_if_bitset 3
accum 1 bitreset 6
}
trigger stopcheck
{
trigger self stopcheck_setup
accum 1 abort_if_not_bitset 6
trigger self script_lockout
// Any just stopped moving stuff goes here
startanimation 45 10 15 nolerp norandom
wait 666
startanimation 0 1 15 nolerp norandom
wait 900
trigger self script_lockout_stop
resetscript
}
trigger script_lockout
{
accum 5 inc 1
}
trigger script_lockout_stop
{
accum 5 inc -1
}
death
{
accum 1 bitset 7
}
trigger deathcheck
{
accum 1 abort_if_not_bitset 7
accum 1 abort_if_bitset 9
accum 1 abort_if_bitset 2
accum 5 abort_if_not_equal 0
accum 1 bitset 9
alertentity boat_kill
trigger self script_lockout
trigger self tracks_stop
startanimation 45 10 15 nolerp norandom
wait 666
startanimation 0 1 15 nolerp norandom
trigger self script_lockout_stop
resetscript
}
boat_construct
{
spawn
{
wait 400
constructible_class 2
}
built final
{
alertentity boatbase
}
trigger final_pos
{
constructible_constructxpbonus 3
constructible_destructxpbonus 3
}
}
}
there are no errors when starting up but in game only the destroying goes fine, but even that goes with every weapon.
the boat it self is called “boatbase” and is a brush. anyone has an idea?
