I have a working tank, I can damage it and rebuild it. It follows its course perfectly and stops where its supposed to. But I am having a problem getting it to stop at barriers that are built for it. I have studied the Goldrush script and can’t find the problem. What do I need to do?
Tank Stop at Barriers?!
Well, an easy way to do it that way is to make your barriers the same scripting as tank barriers 1 and 2 and then place them within the same location along the splines as they are in goldrush and then make sure you have the whole script copied/pasted. There is a good amount of script and you need every little bit for it to work properly.
Well I could’ve done that but that won’t tell me HOW its done. I don’t want exactly as is done in Goldrush I want to know how it would be done for any case. What triggers do I need, basically what tutorial can help me?
There are several parts to this:
in the constructible scripting for Tank Barrier 1, you will find
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"
// *---------------------------------------------------------------------------------*
}
Which calls the below and sets an accum
trigger disable_stage2
{
accum 1 bitset 0
}
Which prevents the tank from moving beyond spline 23 if built
trigger stuck_check_barrier1_built
{
accum 3 abort_if_not_equal 23
accum 1 abort_if_not_bitset 0
accum 1 bitset 3
}
or, once the tank runs past spline 23, the barrier is automatically removed
trigger run_23
{
trigger self tracks_forward
// **********************************
trigger defense1 remove
// **********************************
accum 1 bitset 2
followspline 0 spln25 50 wait length 32
accum 1 bitreset 2
trigger self run_continue
}
and the coders added some handy dandy notes explaining what the various accums do
// accum 1
// - bit 0: barrier1 state ( 0 = not built, 1 = built ) <------------------------------
// - bit 1: barrier2 state ( 0 = not built, 1 = built ) <------------------------------
Don’t get frustrated, you need to give more information for “more” of an answer.
Is what Ifurita typed, what you were looking for ?
Yeah perfect, sorry EB for being a tad frustrated, just home from work at 4 in the morn so slighty tired. Cheers to you both… 
BTW it was the stuck_check_barrier1_built bit that was knocking me. Didnt know how to stop it at a certain spline.
Sorry posted last message without checking my map. Still doesn’t work and everything seems to be right from my position. Don’t know whats gone wrong… :banghead:
EDIT: I can post my script if you want to have a look at it?
If you do post it, can you make it downloadable from http or ftp ? …as the script would be a hassle from within this thread due to the length. Thanks.
Sorry I am a noob…All that was wrong was the wrong spline point was entered, sorry, but thanks for the help.