Tank Problem :(


(Smilie) #1

Ok then the problem is that i have built a tank to arrive at a forward spawn controlled gate like in supply depot but when the tank arrives to just wont stop it drives straight through the gate without stopping even though it is solid :S

Can anyone help me ? This tank hates me :moo:


(Smilie) #2

Heres Script since forums wouldnt let me post it first time

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: Take Forward Spawn
		// 4: Destroy Nuke
		// 5: Steal documents
		// 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


	}

	
}

// *************************************************
// ***************** 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 12 tank run_12
		accum 3 trigger_if_equal 13 tank run_13
		accum 3 trigger_if_equal 14 tank run_14
		accum 3 trigger_if_equal 15 tank run_15
		accum 3 trigger_if_equal 16 tank run_16
		accum 3 trigger_if_equal 17 tank run_17
		accum 3 trigger_if_equal 18 tank run_18
		accum 3 trigger_if_equal 19 tank run_19
		accum 3 trigger_if_equal 20 tank run_20
		accum 3 trigger_if_equal 21 tank run_21
		accum 3 trigger_if_equal 22 tank run_22
		accum 3 trigger_if_equal 23 tank run_23
		accum 3 trigger_if_equal 24 tank run_24
		accum 3 trigger_if_equal 25 tank run_25
		accum 3 trigger_if_equal 26 tank run_26
		accum 3 trigger_if_equal 27 tank run_27
		accum 3 trigger_if_equal 28 tank run_28
		accum 3 trigger_if_equal 29 tank run_29
		accum 3 trigger_if_equal 30 tank run_30
		accum 3 trigger_if_equal 31 tank run_31
		accum 3 trigger_if_equal 32 tank run_32
		accum 3 trigger_if_equal 33 tank run_33
		accum 3 trigger_if_equal 34 tank run_34
		accum 3 trigger_if_equal 35 tank run_35
		accum 3 trigger_if_equal 36 tank run_36
		accum 3 trigger_if_equal 37 tank run_37
		accum 3 trigger_if_equal 38 tank run_38
		accum 3 trigger_if_equal 39 tank run_39
		accum 3 trigger_if_equal 40 tank run_40
		accum 3 trigger_if_equal 41 tank run_41
		accum 3 trigger_if_equal 42 tank run_42
		accum 3 trigger_if_equal 43 tank run_43
		accum 3 trigger_if_equal 44 tank run_44
		accum 3 trigger_if_equal 45 tank run_45
		accum 3 trigger_if_equal 46 tank run_46
		accum 3 trigger_if_equal 47 tank run_47
		accum 3 trigger_if_equal 48 tank run_48
		accum 3 trigger_if_equal 49 tank run_49
		accum 3 trigger_if_equal 50 tank run_50
		accum 3 trigger_if_equal 51 tank run_51
		accum 3 trigger_if_equal 52 tank run_52
		accum 3 trigger_if_equal 53 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_stage1
	{
		accum 1 bitreset 0
	}

	trigger disable_stage1
	{
		accum 1 bitset 0
	}

  	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
	}
}

defense1
{
	spawn
	{
		wait 400
		trigger defense1 setup
		trigger tank enable_stage2
		constructible_class 3
	}

	trigger setup
	{
		setstate defense1_materials default
		setstate defense1_materials_clip default
		setstate defense1_flag default


		setstate defense1_teeth invisible
	}

	buildstart final
	{
		setstate defense1_materials default
		setstate defense1_materials_clip default
		setstate defense1_flag default


		setstate defense1_teeth underconstruction
	}

	built final
	{
		setstate defense1_materials invisible
		setstate defense1_materials_clip invisible
		setstate defense1_flag invisible


		setstate defense1_teeth default

		trigger tank disable_stage2

		wm_announce "Tank Barrier #1 has been constructed."

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "goldrush_axis_tankbar_constructed"

		wm_removeteamvoiceannounce 0 "goldrush_axis_tankbar_construct"
		wm_removeteamvoiceannounce 0 "goldrush_axis_tankbars_construct"
		// *---------------------------------------------------------------------------------*
	}

	decayed final
	{
		setstate defense1_materials default
		setstate defense1_materials_clip default
		setstate defense1_flag default


		setstate defense1_teeth invisible
	}

	death
	{
		setstate defense1_materials default
		setstate defense1_materials_clip default
		setstate defense1_flag default


		setstate defense1_teeth invisible

		trigger tank enable_stage2

		wm_announce "Tank Barrier #1 has been destroyed."

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "goldrush_axis_tankbar_construct"

		wm_teamvoiceannounce 0 "goldrush_axis_tankbar_destroyed"

		wm_teamvoiceannounce 1 "goldrush_allies_tankbar_destroyed"
		// *---------------------------------------------------------------------------------*
	}

	trigger remove
	{
		setstate defense1_toi invisible
		setstate defense1_materials invisible
		setstate defense1_materials_clip invisible
		setstate defense1_flag invisible
		setstate defense1_teeth invisible

		remove
	}
}

// ============================================================================
// Forward Spawn point - Initially owned by Axis
//
// ============================================================================
forwardspawn1_flag
{
	spawn
	{
		accum 0 set 0			// Who owns flag: 0-Axis, 1-Allied
	}

	trigger axis_capture				// Touched by an Axis player
	{
		accum 0 abort_if_equal 0 		// do Axis own flag?

		accum 0 set 0 			// Axis own the flag
		wm_announce "Axis reclaim the Forward Spawn!"

		alertentity forwardspawn1_wobj		// Switch command map marker
		setautospawn "Forward Spawn"	0	// Set Axis to forward spawn
	}

	trigger allied_capture				// Touched by an allied player
	{
		accum 0 abort_if_equal 1 		// do Allies own flag?

		accum 0 set 1 			// Allied own the flag
		wm_announce "Allies capture the Forward Spawn!"

		alertentity forwardspawn1_wobj		// Switch command map marker
		setautospawn "Forward Spawn"	1	// Set Allies to forward spawn
	}

	trigger force_allied
	{
		accum 0 abort_if_equal 1 		// Do Allies own the flag?
		alertentity forwardspawn1_wobj		// Switch command map marker
		alertentity forwardspawn1_spawns		// Switch all spawnpoints
		setautospawn "Forward Spawn"	1	// Set Allies to forward spawn
	}
	trigger kill
	{
		remove				// Remove self (flag model)
	}
}

dynamiteobj1
{
	spawn
	{
		wait 200				// Wait for all entities to spawn
		constructible_class 3			// Dynamite only
		trigger tank disable_stage2		// Stop tank
	}

	death
	{
		trigger forwardspawn1_flag force_allied 	// Switch forward spawn to Allied ONLY
		trigger forwardspawn1_flag kill		// Remove entities
		trigger tank enable_stage2		// Start tank

		wm_announce "Allies have destroyed the Ammo Depot Gates!!!"
		wm_objective_status 	1 0 2
		wm_objective_status 	1 1 1
		wm_set_main_objective	2 0
		wm_set_main_objective	2 1


		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_entrance1_destroyed"
		wm_removeteamvoiceannounce 0 "axis_entrances_defend"
		wm_removeteamvoiceannounce 0 "axis_bunker_stop"

		wm_teamvoiceannounce 1 "allies_entrance1_destroyed"
		wm_removeteamvoiceannounce 1 "allies_entrances_destroy"
		wm_removeteamvoiceannounce 1 "allies_bunker_capture"

		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*
	}
}



(Smilie) #3

edit oops sorry internet lag :stuck_out_tongue:*


(kamikazee) #4

It doesn’t mind if the gate is solid or not, you need to stop the tank in the script.
Are you sure that you made the tank check if the gate is built when it approaches the gate? I have no clue at which spline point it should happen right now since it’s a huge script.


(Smilie) #5

The gate is exactly at spline 39 or run37 in script


(Smilie) #6

Can anyone help ? its been 2 days …


(S14Y3R) #7

hi, what you need to do is align your stopcheck accum 3 abort_if_not_equal values with the spline you want it to stop at. So if you need to stop at run_stage37, which is run when accum 3 is at 37.
So in your stopcheck:

   trigger stuck_check_barrier1_built 
   { 
      accum 3 abort_if_not_equal 23 
     wm_announce "I'm checking now" // :p
      accum 1 abort_if_not_bitset 0 

      accum 1 bitset 3 
   } 

It’s only checking if it needs to stop at accum 23, which is your run_stage23, So bump that up to 37, and the tank will “check if its built” at that spline. Same goes for your other barriers and finishing checks. The script only needs to check if things are built at a certain point.

If its calling in the right spot(announce), and still going, then check that your bitset is locking/releasing okay. GL.

-Tanks don’t hate, unless we program them to :drink:


(Smilie) #8

mm it didnt work it goes past the first barrier ok but once it gets to the gate that needs dyno it doesnt stop


(aburn) #9

c’mod do the scripting right and it will help… that what S14Y3R wrote is acctually what solves your problem…

Check this out too… really helpfull
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=12725&highlight=tank+prefab


(Smilie) #10

yes i used that but making it stop where i want it to is the part that confuses me


(aburn) #11

oh…

Well if u saw that file… than u know that there are two obsticles in the file…
one that u need to destroy… just a damagable block and one that the tank blows up…

The tank stopps on the first one and stays there untill that blok remains there right…

In your map copy/paste that part of the script in to yours… AND WOELA!!!