Ok i download decoys tank prefab because mine has a lot of bugs
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=12725&highlight=tank+prefab
It follows his splines ok but once it starts on my own splines to continue the path it just stops moving but continues to animate and play sound
Heres my script
game_manager
{
spawn
{
remapshader "models/mapobjects/tanks_sd/mg42turret" "models/mapobjects/tanks_sd/mg42turret_2"
remapshaderflush
// Game rules
wm_axis_respawntime 30
wm_allied_respawntime 20
wm_number_of_objectives 7
wm_set_round_timelimit 30
// Objectives
// 1: Steal Tank
// 2: Protect Tank
// 3: Blow bank doors
// 4: Steal Gold
// 5: Escape with gold
// 6: Allied command post
// 7: Axis command post
// Current main objectives for each team (0=Axis, 1=Allies)
wm_set_main_objective 1 0
wm_set_main_objective 1 1
wm_objective_status 1 0 0
wm_objective_status 1 1 0
wm_objective_status 2 0 0
wm_objective_status 2 1 0
wm_objective_status 3 0 0
wm_objective_status 3 1 0
wm_objective_status 4 0 0
wm_objective_status 4 1 0
wm_objective_status 5 0 0
wm_objective_status 5 1 0
wm_objective_status 6 0 0
wm_objective_status 6 1 0
wm_objective_status 7 0 0
wm_objective_status 7 1 0
wm_set_main_objective 1 0
wm_set_main_objective 1 1
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
// Winner on expiration of round timer (0=Axis, 1=Allies)
wm_setwinner 0
wait 500
accum 4 set 0 // have the Allies stolen the tank?
// start triggered loops on/off as required (eg: command post radio sounds)
wait 2000
// *----------------------------------- vo ------------------------------------------*
// *---------------------------------------------------------------------------------*
}
trigger allies_steal_tank
{
accum 4 abort_if_not_equal 0
wm_announce "Allied team has stolen the Tank!"
wm_objective_status 1 0 2
wm_objective_status 1 1 1
accum 4 set 1
wm_set_main_objective 2 0
wm_set_main_objective 2 1
}
}
ceilingfan
{
spawn
{
wait 100
setrotation 0 300 0
}
}
// *************************************************
// ***************** TANK STUFF ********************
// *************************************************
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
}
}
// digibob: converting truck script from goldrush over...
// ============================================================================
// 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
// ===========================================================================================
// spline points are spln2 -> spln78
// ===========================================================================================
// track events:
// - tracks_forward
// - tracks_stop
// - tracks_turn_left
// - tracks_turn_right
tank
{
spawn
{
wait 400
followspline 0 spln1 50000 length 32 wait
trigger tank sound_idle
trigger tank tracks_stop
}
// ========================================
// sound stuff
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
}
// ========================================
// ========================================
// ===========================================================================================
// ===========================================================================================
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 run_incpos
{
accum 3 inc 1
globalaccum 1 inc 1
}
trigger run_continue
{
accum 3 inc 1
trigger self deathcheck
trigger self stopcheck
trigger self move
}
// ===========================================================================================
// movement
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 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
accum 3 trigger_if_equal 8 tank run_8
accum 3 trigger_if_equal 9 tank run_9
accum 3 trigger_if_equal 10 tank run_10
accum 3 trigger_if_equal 11 tank run_11
accum 3 trigger_if_equal 11 tank run_12
accum 3 trigger_if_equal 11 tank run_13
accum 3 trigger_if_equal 11 tank run_14
accum 3 trigger_if_equal 11 tank run_15
accum 3 trigger_if_equal 11 tank run_16
accum 3 trigger_if_equal 11 tank run_17
accum 3 trigger_if_equal 11 tank run_18
accum 3 trigger_if_equal 11 tank run_19
accum 3 trigger_if_equal 11 tank run_20
accum 3 trigger_if_equal 11 tank run_21
accum 3 trigger_if_equal 11 tank run_22
accum 3 trigger_if_equal 11 tank run_23
accum 3 trigger_if_equal 11 tank run_24
accum 3 trigger_if_equal 11 tank run_25
accum 3 trigger_if_equal 11 tank run_26
accum 3 trigger_if_equal 11 tank run_27
accum 3 trigger_if_equal 11 tank run_28
accum 3 trigger_if_equal 11 tank run_29
accum 3 trigger_if_equal 11 tank run_30
accum 3 trigger_if_equal 11 tank run_31
accum 3 trigger_if_equal 11 tank run_32
accum 3 trigger_if_equal 11 tank run_33
accum 3 trigger_if_equal 11 tank run_34
accum 3 trigger_if_equal 11 tank run_35
accum 3 trigger_if_equal 11 tank run_36
accum 3 trigger_if_equal 11 tank run_37
accum 3 trigger_if_equal 11 tank run_38
accum 3 trigger_if_equal 11 tank run_39
accum 3 trigger_if_equal 11 tank run_40
accum 3 trigger_if_equal 11 tank run_41
accum 3 trigger_if_equal 11 tank run_42
accum 3 trigger_if_equal 11 tank run_43
accum 3 trigger_if_equal 11 tank run_44
accum 3 trigger_if_equal 11 tank run_45
accum 3 trigger_if_equal 11 tank run_46
accum 3 trigger_if_equal 11 tank run_47
accum 3 trigger_if_equal 11 tank run_48
accum 3 trigger_if_equal 11 tank run_49
accum 3 trigger_if_equal 11 tank run_50
accum 3 trigger_if_equal 11 tank run_51
accum 3 trigger_if_equal 11 tank run_52
accum 3 trigger_if_equal 11 tank run_53
}
trigger run_0
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln2 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_1
{
trigger self tracks_forward
trigger game_manager allies_steal_tank
accum 1 bitset 2
followspline 0 spln3 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_2
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln4 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_3
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln5 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_4
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln6 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_5
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln7 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_6
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln8 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_7
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln9 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_8
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln10 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_9
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln11 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_10
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln12 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_11
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln13 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_12
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln14 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_13
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln15 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_14
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln16 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_15
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln17 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_16
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln18 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_17
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln19 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_18
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln20 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_19
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln21 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_20
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln22 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_21
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln23 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_22
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln24 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_23
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln25 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_24
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln26 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_25
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln27 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_26
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln28 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_27
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln29 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_28
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln30 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_29
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln31 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_30
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln32 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_31
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln33 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_32
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln34 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_33
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln35 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_34
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln36 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_35
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln37 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_36
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln38 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_37
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln39 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_38
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln40 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_39
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln41 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_40
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln42 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_41
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln43 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_42
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln44 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_43
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln45 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_44
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln46 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_45
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln47 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_46
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln48 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_47
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln49 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_48
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln50 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_49
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln51 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_50
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln52 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_51
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln53 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_52
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln54 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
trigger run_53
{
trigger self tracks_forward
accum 1 bitset 2
followspline 0 spln55 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
// ===========================================================================================
// ===========================================================================================
// ===========================================================================================
// stuck checking
// digibob: since we cant return variables, just use bit 3 of accum 1 as a register... mmmm assembly...
trigger stuck_check
{
accum 1 bitreset 3
trigger self stuck_check_barrier1_built
trigger self stuck_check_barrier2_built
trigger self stuck_check_scriptlockout
trigger self stuck_check_finished
}
trigger stuck_check_finished
{
accum 3 abort_if_less_than 77
accum 1 bitset 3
}
trigger stuck_check_scriptlockout
{
accum 5 abort_if_equal 0
accum 1 bitset 3
}
trigger stuck_check_barrier1_built
{
accum 3 abort_if_not_equal 23
accum 1 abort_if_not_bitset 0
accum 1 bitset 3
}
trigger stuck_check_barrier1_built_msg
{
accum 1 abort_if_not_bitset 0
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "goldrush_allies_tankbar_destroy"
// *---------------------------------------------------------------------------------*
}
trigger stuck_check_barrier2_built
{
accum 3 abort_if_not_equal 67
accum 1 abort_if_not_bitset 1
accum 1 bitset 3
}
trigger stuck_check_barrier2_built_msg
{
accum 1 abort_if_not_bitset 1
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "goldrush_allies_tankbar_destroy"
// *---------------------------------------------------------------------------------*
}
// ===========================================================================================
// stop check
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
}
trigger stopcheck
{
trigger self stopcheck_setup
accum 1 abort_if_not_bitset 6
trigger self script_lockout
// Any just stopped moving stuff goes here
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
}
// ===========================================================================================
// ===========================================================================================
// script lockouts
trigger script_lockout
{
accum 5 inc 1
}
trigger script_lockout_stop
{
accum 5 inc -1
}
// ===========================================================================================
// ===========================================================================================
// enable/disable
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
// Any just started moving stuff goes here
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 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
}
// ===========================================================================================
// ===========================================================================================
// death / rebirth
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
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_tank_stop"
wm_teamvoiceannounce 0 "axis_hq_tank_repaired_allies"
wm_teamvoiceannounce 1 "allies_hq_tank_repaired"
wm_removeteamvoiceannounce 1 "allies_hq_tank_damaged_axis"
// *---------------------------------------------------------------------------------*
trigger tank_sound rebirth
wait 500
trigger self script_lockout_stop
}
death
{
accum 1 bitset 7
}
trigger deathcheck
{
accum 1 abort_if_not_bitset 7 // are we dead?
accum 1 abort_if_bitset 9 // are we not already visibly dead?
accum 1 abort_if_bitset 2 // are we not following a spline?
accum 5 abort_if_not_equal 0 // are we not 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!"
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 1 "allies_hq_tank_damaged_axis"
wm_teamvoiceannounce 0 "axis_hq_tank_damaged"
wm_teamvoiceannounce 1 "allies_hq_tank_damaged_axis"
wm_removeteamvoiceannounce 0 "axis_hq_tank_stop"
// *---------------------------------------------------------------------------------*
}
trigger startfire
{
startanimation 67 8 10 nolerp norandom noloop
}
trigger stopfire
{
startanimation 0 1 15 nolerp norandom
}
trigger enable_stage2
{
accum 1 bitreset 0
}
trigger disable_stage2
{
accum 1 bitset 0
}
trigger enable_stage4
{
accum 1 bitreset 1
}
trigger disable_stage4
{
accum 1 bitset 1
}
}
tank_trigger
{
spawn
{
wait 500
attachtotag tank_shell tag_turret
trigger tank_trigger bot_goal_loop
}
trigger bot_goal_loop
{
wait 4000 // check every 4 seconds
trigger tank bot_active_check
trigger tank_trigger bot_goal_loop
}
}
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_shell
{
spawn
{
wait 400
attachtotag tank tag_tank
}
}
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 boomtrigger boom_all // triggers the hurts around bank explosions (each has its own wait for timing)
trigger tank_flash run
}
trigger blow_doors
{
setstate tank_flash invisible
wait 200
trigger tank stopfire
alertentity bank_door1
setstate doorframe invisible
setstate doorframe_damaged default
wm_announce "Allied team has destroyed the Bank Doors!"
wm_objective_status 3 0 2
wm_objective_status 3 1 1
wm_set_main_objective 4 0
wm_set_main_objective 4 1
wait 100
trigger bank_door2_damaged bankbackboom
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
}
}
tank_flash
{
spawn
{
setstate tank_flash invisible
}
trigger run
{
setstate tank_flash default
attachtotag tank_turret tag_flash
faceangles 0 90 0 50
wait 50
trigger tank_turret blow_doors
}
}
tank_disabler
{
trigger run
{
trigger tank tank_disable
}
}
tank_enabler
{
trigger run
{
trigger tank tank_enable
}
}
tank_smoke
{
spawn
{
wait 300
attachtotag tank_shell tag_smoke
setstate tank_smoke invisible
}
}
Can anyone help ? :moo: