some scripting questions


(jah) #1

hi

i’m trying to disable a trigger_always that is triggering some shooter_mortar’s after the allied team blows up an objective (allied team must disable a radar for the axis ‘artillary support’ to end)…the radar explosion works perfectly btw…

is this possible?..

my script (not working):


axis_art  // trigger_always from the shooter's_mortar's
{
	spawn
	{
		wait 300
	}

	trigger test
	{
	halt
	}

	death
	{
	halt
	remove
	}
}

radar_bunker // radar
{
	spawn
	{
	wait 200
	constructible_class 3
	}

	death
	{
	//trigger teste
	//setstate axis_art invisible
	setstate radar_bunker_destroyed default
	kill axis_art
	wm_announce "Allies have destroyd the bunker Radar!!!"
	}
}

and this are the entities:

trigger_always
target -> t1
origin -> XYZ
classname -> trigger_always
scriptname -> axis_art

radar
target -> t391
classname -> func_explosive
scriptname -> radar_bunker

2nd question:

is there a list with all the scripting commands and/or syntax one can use on q3/ET?.. i’ve seen the SD doc’s but they don’t refer all of them…

i’m new to ET scripting but i have a solid knowledge of other scripting languages (php actionscript lingo etc) so any pointers would be really appreciated…

thx in advance,

:jah: :banana:


(jah) #2

any1? :frowning:

:bump:


(Thej) #3

Are u sure u posted all the entities, cause i see 2 entities with targets, but none with targetnames


(jah) #4

i’m sure i haven’t because i don’t think i would need them to make a script to disable just this 1 entity… i have about 8 shooter_mortar’s all linked (activated) through that trigger_always… so deactivating it would cease all mortar right?

how do i do this?..

thx

:jah:


(Thej) #5

i think u have to add targetnames to the entities so u get this:

trigger_always
target -> t1
origin -> XYZ
classname -> trigger_always
scriptname -> axis_art
targetname -> axis_art

radar
target -> t391
classname -> func_explosive
scriptname -> radar_bunker
targetname -> radar_bunker


(sock) #6

Try this script …


axis_art  // trigger_always from the shooter's_mortar's
{
	trigger test
	{
		halt
	}

	death
	{
		halt
		setstate axis_art invisible
	}
}

radar_bunker // radar
{
	spawn
	{
		wait 200
		constructible_class 3
	}

	death
	{
		setstate radar_bunker_destroyed default
		trigger axis_art death
		wm_announce "Allies have destroyd the bunker Radar!!!"
	}
}

Sock
:moo:


(jah) #7

don’t work sock :frowning:

i get this error on the console:

g_scripting: trigger has unknown name: axis_art

the radar gets destroyed but the artillary won’t stop :angry:

please help meh :frowning:

thx

:jah:


(Thej) #8

That means u are missing a target_script_trigger to trigger the script.

so u put in a target_script_trigger with key=target_script_trigger
value = axis_art.

Hope this helps


(jah) #9

done that… still nothing :frowning: :frowning: :frowning: :frowning: :frowning: :frowning: :frowning: :frowning: :frowning: :frowning: :frowning: :frowning: :frowning: :frowning: :frowning: :frowning: :frowning: :frowning: :frowning: :frowning:

:banghead: :banghead: :banghead: :banghead: :banghead:

i don’t get it… i thought it would be simple to turn entities off/on…

this is really frustrating :angry:

someone please HELP! :frowning:

i can post some screenies from the editor if you like :frowning:

:jah:


(Thej) #10

yeh, just post a few piccies so we know what ur exactly trying to do :slight_smile: