Tank and barrier loop


(GTBGranny) #1

I hope someone can help me with this barrier script.

I would like the tank to keep going in a loop when it is fixed apart when the barrier is built.

Also I would like the barrier to be rebuildable once it has been dynamited and the tank has gone past it.

My plan is that allies will have a patrolling tank that can be stopped by axis building a barrier which is dynamitable but rebuildable so that it is there when the tank comes round again and again etc

(Hope that makes sense.)

This is my first go at tanks so I am using pythons demo tank script that he published.

I wont be needing the turret to move or the gun to fire shell.

barrier1
{
	spawn
	{
		wait 400
		trigger barrier1 setup

		wm_addteamvoiceannounce 1 "goldrush_allies_tankbar_destroy"

		constructible_class 3
	}

	trigger setup
	{
		setstate barrier1_materials default
		setstate barrier1_materials_clip default
		setstate barrier1_flag default

		globalaccum 0 bitreset 0

		wm_addteamvoiceannounce 0 "goldrush_axis_tankbar_construct"
	}

	built final
	{
		setstate barrier1_materials invisible
		setstate barrier1_materials_clip invisible
		setstate barrier1_flag invisible

		wm_announce "The Tank Barrier has been constructed."

		globalaccum 0 bitset 0

		wm_teamvoiceannounce 0 "goldrush_axis_tankbar_constructed"
		wm_removeteamvoiceannounce 0 "goldrush_axis_tankbar_construct"
	}

	decayed final
	{
		setstate barrier1_materials default
		setstate barrier1_materials_clip default
		setstate barrier1_flag default
	}

	death
	{
		trigger self setup

		wm_announce "The Tank Barrier has been destroyed."

		wm_teamvoiceannounce 0 "goldrush_axis_tankbar_destroyed"
		wm_teamvoiceannounce 1 "goldrush_allies_tankbar_destroyed"
	}

	trigger remove
	{
		setstate barrier1_toi invisible
		setstate barrier1_materials invisible
		setstate barrier1_materials_clip invisible
		setstate barrier1_flag invisible

		wm_removeteamvoiceannounce 0 "goldrush_axis_tankbar_construct"
		wm_removeteamvoiceannounce 1 "goldrush_allies_tankbar_destroy"

		remove
	}
}


tank
{
// accum 0, track state
// accum 1
//  - bit 0: barrier1 state		( 0 = not built,	1 = built		)
//  - bit 1: barrier2 state		( 0 = not built,	1 = built		)
//  - bit 2: spline status 		( 0 = not moving, 	1 = moving 		)
//  - bit 3: stuck check flag 	( 0 = not stuck, 	1 = stuck 		)
//  - bit 4: flag for message	( 0 = dont display, 1= display		)
//  - bit 5: blank
//  - bit 6: temp register 		(XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX)
//  - bit 7: death status 		( 0 = alive, 		1 = dead		)
//  - bit 8: player check 		( 0 = players, 		1 = no players	)
//  - bit 9: visible state		( 0 = alive, 		1 = dead		)
// accum 2, blank
// accum 3, current movement loop position
// accum 4, stop counter
// accum 5, lockout ref counter
// accum 6, blank
// accum 7, blank
	spawn
	{
		wait 400
		followspline 0 spln0 50000 length 32 wait
		followspline 1 spln0 50000 length 32 wait

		trigger tank sound_idle
		trigger tank tracks_stop
	}

	death
	{
		accum 1 bitset 7
	}

	rebirth
	{
		accum 1 bitreset 9 // we're visibly alive
		accum 1 bitreset 7 // we're alive again

		trigger self script_lockout

		changemodel models/mapobjects/tanks_sd/jagdpanther_africa_tracks.md3

		setstate tank_smoke invisible

		wm_teamvoiceannounce 0 "axis_hq_tank_repaired_allies"
		wm_teamvoiceannounce 1 "allies_hq_tank_repaired"

		trigger tank_sound rebirth
		wait 500

		trigger self script_lockout_stop
	}

	trigger barrier_built
	{
		accum 1 bitset 1
	}

	trigger barrier_destroyed
	{
		accum 1 bitreset 1
	}

	trigger deathcheck
	{
		accum 1 abort_if_not_bitset 7	// abort if tank not damaged
		accum 1 abort_if_bitset 9	// abort if tank already visibly dead
		accum 1 abort_if_bitset 2	// abort if we are following a spline
		accum 5 abort_if_not_equal 0	// abort if we are in a script lockout

		accum 1 bitset 9				// we're now visibly dead

		trigger self deathcheck_message
		accum 1 bitset 4

		changemodel models/mapobjects/tanks_sd/jagdpanther_africa_tracks2.md3

		setstate tank_smoke default

		kill tank_construct

		trigger self sound_death
		trigger self tracks_stop

		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
	}

	trigger deathcheck_message
	{
		accum 1 abort_if_not_bitset 4

		wm_announce "The tank has been damaged!"

		wm_teamvoiceannounce 0 "axis_hq_tank_damaged"
		wm_teamvoiceannounce 1 "allies_hq_tank_damaged_axis"
	}

	// ========================
	// movement

	trigger dispatch
	{
		accum 3 trigger_if_equal 0 tank run_0
		accum 3 trigger_if_equal 1 tank run_1
		accum 3 trigger_if_equal 2 tank run_2
		accum 3 trigger_if_equal 3 tank run_3
		accum 3 trigger_if_equal 4 tank run_4
		accum 3 trigger_if_equal 5 tank run_5
		accum 3 trigger_if_equal 6 tank run_6
		accum 3 trigger_if_equal 7 tank run_7
	}

	trigger move
	{
		trigger self move_check
		wait 500
		trigger self move
	}

	trigger move_check
	{
		trigger self stuck_check
		accum 1 abort_if_bitset 3

		trigger self dispatch
	}

	trigger run_continue
	{
		accum 3 inc 1

		trigger self deathcheck
		trigger self stopcheck
		trigger self move
	}

	trigger run_0
	{
		trigger self tracks_forward
		accum 1 bitset 2
		followspline 0 spln0 80 wait
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_1
	{
		trigger self tracks_forward
		accum 1 bitset 2
		followspline 0 spln1 80 wait
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_2
	{
		trigger self tracks_forward
		accum 1 bitset 2
		followspline 0 spln2 80 wait
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_3
	{
		trigger self tracks_forward
		accum 1 bitset 2
	//	=======================
		trigger barrier1 remove
	//	=======================
		followspline 0 spln3 80 wait
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_4
	{
		trigger self tracks_forward
		accum 1 bitset 2
		followspline 0 spln4 80 wait
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_5
	{
		trigger self tracks_forward
		accum 1 bitset 2
		followspline 0 spln5 80 wait
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_6
	{
		trigger self tracks_forward
		accum 1 bitset 2
		followspline 0 spln6 80 wait
		accum 1 bitreset 2

		trigger self run_continue
	}

	trigger run_7
	{
		trigger self tracks_forward
		accum 1 bitset 2
		followspline 0 spln7 80 wait
		accum 1 bitreset 2

		trigger self script_lockout

		accum 3 inc 1

		trigger tank_sound stop
		trigger self tracks_stop		
		startanimation 5 10 15 nolerp norandom	// stopping
		wait 666
		startanimation 0 1 15 nolerp norandom	// stopped

		wait 900

		trigger tank_turret turn
	}

	// =========================
	// script lockouts

	trigger script_lockout
	{
		accum 5 inc 1
	}

	trigger script_lockout_stop
	{
		accum 5 inc -1
	}

	trigger sound_idle
	{
		stopsound
		playsound sound/vehicles/tank/tank_idle.wav looping volume 512
	}

	trigger sound_start
	{
		stopsound
		playsound sound/vehicles/tank/tank_revup.wav volume 196
	}

	trigger sound_move
	{
		stopsound
		playsound sound/vehicles/tank/tank_move.wav looping volume 512
	}

	trigger sound_stop
	{
		stopsound
		playsound sound/vehicles/tank/tank_revdown.wav volume 196
	}

	trigger sound_death
	{
		stopsound
		playsound sound/vehicles/tank/tank_stop.wav volume 256
	}

	trigger sound_rebirth
	{
		stopsound
		playsound sound/vehicles/tank/tank_start.wav volume 196
	}

	// ================================
	// stop check
	trigger stopcheck
	{
		trigger self stopcheck_setup
		accum 1 abort_if_not_bitset 6

		trigger self script_lockout

		trigger tank_sound 	stop
		trigger self 		tracks_stop
		startanimation 45 	10 	15 nolerp norandom
		wait 666
		startanimation 0 	1 	15 nolerp norandom
		wait 900

		trigger self script_lockout_stop
		resetscript
	}

	trigger stopcheck_setup
	{
		accum 1 bitset 6				// stop if we're stuck/no-one's pushing :)

		accum 1 abort_if_bitset 8		// no one in the trigger, abort

		trigger self stuck_check		// call the stop check function
		accum 1 abort_if_bitset 3		// we're stuck so break out

		accum 1 bitreset 6			// we're free to move
	}

	// ======================================
	// stuck checking

	trigger stuck_check
	{
		accum 1 bitreset 3

		trigger self stuck_check_barrier
		trigger self stuck_check_scriptlockout
		trigger self stuck_check_finished
	}

	trigger stuck_check_finished
	{
	//	The check should be the final spln nbr + 1
		accum 3 abort_if_less_than 8
		accum 1 bitset 3
	}

	trigger stuck_check_scriptlockout
	{
		accum 5 abort_if_equal 0
		accum 1 bitset 3
	}

	trigger stuck_check_barrier
	{
		accum 3 abort_if_not_equal 3
		globalaccum 0 abort_if_not_bitset 0	// abort if barrier not built
		accum 1 bitset 3
	}

	trigger tank_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 tank_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

		trigger self script_lockout

		trigger tank_sound start

		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 tracks_forward
	{
		accum 0 abort_if_equal 1
		accum 0 set 1

		remapshader models/mapobjects/tanks_sd/jag_tracks_left 	models/mapobjects/tanks_sd/jag_tracks_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_wheels_left 	models/mapobjects/tanks_sd/jag_wheels_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_cogs_left 	models/mapobjects/tanks_sd/jag_cogs_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_cogs_right 	models/mapobjects/tanks_sd/jag_cogs_alt_forward

		remapshaderflush
	}

	trigger tracks_stop
	{
		accum 0 abort_if_equal 0
		accum 0 set 0

		remapshader models/mapobjects/tanks_sd/jag_tracks_left 	models/mapobjects/tanks_sd/jag_tracks_left
		remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_right
		remapshader models/mapobjects/tanks_sd/jag_wheels_left 	models/mapobjects/tanks_sd/jag_wheels_left
		remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_right
		remapshader models/mapobjects/tanks_sd/jag_cogs_left 	models/mapobjects/tanks_sd/jag_cogs_left
		remapshader models/mapobjects/tanks_sd/jag_cogs_right 	models/mapobjects/tanks_sd/jag_cogs_right

		remapshaderflush
	}

	trigger tracks_turn_left
	{
		accum 0 abort_if_equal 2
		accum 0 set 2

		remapshader models/mapobjects/tanks_sd/jag_tracks_left 	models/mapobjects/tanks_sd/jag_tracks_alt_backward
		remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_wheels_left 	models/mapobjects/tanks_sd/jag_wheels_alt_backward
		remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_cogs_left 	models/mapobjects/tanks_sd/jag_cogs_alt_backward
		remapshader models/mapobjects/tanks_sd/jag_cogs_right 	models/mapobjects/tanks_sd/jag_cogs_alt_forward

		remapshaderflush
	}

	trigger tracks_turn_right
	{
		accum 0 abort_if_equal 3
		accum 0 set 3

		remapshader models/mapobjects/tanks_sd/jag_tracks_left 	models/mapobjects/tanks_sd/jag_tracks_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_tracks_right models/mapobjects/tanks_sd/jag_tracks_alt_backward
		remapshader models/mapobjects/tanks_sd/jag_wheels_left 	models/mapobjects/tanks_sd/jag_wheels_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_wheels_right models/mapobjects/tanks_sd/jag_wheels_alt_backward
		remapshader models/mapobjects/tanks_sd/jag_cogs_left 	models/mapobjects/tanks_sd/jag_cogs_alt_forward
		remapshader models/mapobjects/tanks_sd/jag_cogs_right 	models/mapobjects/tanks_sd/jag_cogs_alt_backward

		remapshaderflush
	}

	trigger startfire
	{
		startanimation 67 8 10 nolerp norandom noloop
	}

	trigger stopfire
	{
		startanimation 0 1 15 nolerp norandom
	}
}

tank_build
{
	spawn
	{
		wait 500
		attachtotag tank_shell tag_turret
	}
}

tank_construct
{
	spawn
	{
		wait 1000

		kill tank

		constructible_class 2
		constructible_health 1200
		constructible_constructxpbonus 10
		constructible_destructxpbonus 10
	}

	built final
	{
		alertentity tank
		wm_announce "The tank has been repaired!"
	}
}

tank_disabler
{
	trigger run
	{
		trigger tank tank_disable
	}
}

tank_enabler
{
	trigger run
	{
		trigger tank tank_enable
	}
}

tank_fire_sound
{
	trigger run
	{
		setposition tank
		alertentity tank_fire_sound
	}
}

tank_flash
{
	spawn
	{
		wait 300
 		attachtotag tank_turret tag_flash
		setstate tank_flash invisible
	}

	trigger run
	{
		setstate tank_gunsmoke default
		setstate tank_flash default
		wait 100
		setstate tank_flash invisible
		setstate tank_gunsmoke invisible
	}
}

tank_gunsmoke
{
	spawn
	{
		wait 300
 		attachtotag tank_turret tag_flash
		setstate tank_gunsmoke invisible
	}
}

tank_shell
{
	spawn
	{
		wait 400
		attachtotag tank tag_tank
	}
}

tank_smoke
{
	spawn
	{
		wait 300
		attachtotag tank_shell tag_smoke
		setstate tank_smoke invisible
	}
}

tank_sound
{
	trigger start
	{
		trigger tank sound_start
		wait 3400
		trigger tank sound_move
	}

	trigger stop
	{
		trigger tank sound_stop
		wait 1400
		trigger tank sound_idle
	}

	trigger rebirth
	{
		trigger tank sound_rebirth
		wait 1400
		trigger tank sound_idle
	}
}

tank_trigger
{
	spawn
	{
		wait 500
		attachtotag tank_shell tag_turret
	}
}

tank_turret
{
	spawn
	{
		wait 500
		attachtotag tank_shell tag_turret
	}

	trigger turn
	{
		wait 1000

		playsound sound/vehicles/tank/turret_spin.wav looping
		faceangles 0 340 0 3000
		stopsound
		playsound sound/vehicles/tank/turret_end.wav

		wait 500

		trigger tank startfire
		playsound sound/vehicles/tank/tank_fire.wav
		trigger tank_flash run
		wait 600
		trigger tank stopfire

		playsound sound/vehicles/tank/turret_spin.wav looping
		faceangles 0 0 0 3000
		stopsound
		playsound sound/vehicles/tank/turret_end.wav
		trigger tank sound_death

		trigger tank script_lockout_stop
	}
}

Would be marvellous if someone could edit this for me, Many Tanks !!!