Truck script problem


(Teuthis) #1

Sorry folks, it’s me again. I have despite some cosmetic things only a very few glitches that need to be fixed before I can release the first version of my map Teuthonia. I have truck in the map that gives me two problems I can’t fix so far. 1st the truck runs by himself, also when no player is around. 2nd, the truck runs until reaching spline 42-45 (judging from the place where it stops). the truck then stops but the wheels continue to rotate. I can see no problem in the script or with the splines in the map. I’m now trying since days o fix this. I included here the script to download. I would highly appreciate if someone smarter than I can take a peak on it.

thanks a lot

https://dl.dropboxusercontent.com/u/49813220/Teuthonia.txt


(Mateos) #2

For the Truck running on his own, you probably forgot an entity textured with trigger: there are two surrounding the Truck, one for the Command Map, one to escort with a player inside it to trigger the moving Truck.

The script looks to be copied/pasted/adapted correctly, so I would suggest to check the connections between the splines (you can have 3 aligned but the middle one isn’t connected, even if you see the line going through the middle one, since they’re aligned).


(Teuthis) #3

Thanks Mateos. The problem 1 is solved, there was a typo in the script. The problem 2 persists, and I see no issues with the triggers. I have two trigger in place as you said. Need to check correct script and targetnames of those again. Can only be a tiny mistake.


(TomTom7777) #4

Was the line
accum 3 trigger_if_equal 44 truck run_42

that should be
accum 3 trigger_if_equal 41 truck run_42

the typo you mentioned?


(Teuthis) #5

Thanks TomTom, that was exactly the reason why the truck got stuck there. I also found the problem for the truck moving without escort. No idea how this happened but there was an origin brush with having axis objective check marked instead of the allies. No idea why this caused the truck to move without company but having the right check mark solved the problem.

Thanks so much for taking the time to help.


(Mateos) #6

The origin brush is needed, or you probably can escort the Truck from anywhere in your map, I expect, since the game doesn’t know the origin of the entity ^^’


(Teuthis) #7

Strange, the truck now stops at the last spline but doesn’t finish the map. I thought I can fix this myself but I see no difference as compared to the naive original Script from goldrush. I’m sorry for bothering you again but does anyone see the mistake here? Script is still available for download above. Thanks so much for your help.


(stealth6) #8

I don’t see an error in the script. Maybe add some more wm_announce messages to see where exactly the script goes wrong.


(phisherman) #9

The game, the quake3 engine, your mod’s binaries, your radiant version, the q3map2 compiler as well as your operating system are working hard to provide you with the most possibly diverse scope of only the most colorful error messages, warnings, overflows, incompatibilities, crashes and random never-before-seen behaviour. The bug you are facing might just be a forgotten accum setting somewhere in a trigger, or it might be a complex interplay of said factors in a totally new manner so that even today, eleven years after this magnificient piece of digital art launched, we are challenged anew in the sole purpose of thrilling us in our daily lives. It’s fairly hard to provide in-depth dinostics seeing nothing but scriptnames and triggers, without knowing what type of entity they belong to. If you haven’t figured it out yourself already, you can send me a debug compile of your map (via pm, so you don’t spoil your grand release) and I’ll see what i can do.


(twt_thunder) #10

have a look at the_shrine or ho_chi_ming_trail, you also have the sources to the maps on our sites, so you can make the truck win.


(Mateos) #11

Usually the before-last spline table is the latest executed, that’s what I noticed while tracing the behavior like Stealth pointed years ago :slight_smile:


(twt_thunder) #12

agree Mateos, I think it was what I had to do in my maps for some reason :slight_smile:


(Teuthis) #13

Thanks for the great suggestions. Will try ASAP and will keep you in the loop what happened. I would also be willing to let someone smarter than I look over the mapfile. Thanks phisherman for the offer. But first I need to get sober. Cheers from Munich Biergarten :wink:


(Teuthis) #14

Problem solved. Interestingly, the script can not handle a spline path longer than 81 splines. I took the original goldrush script, changed the name to my map name and extended the script step by step by 10 splines. Everything worked fine until I reached spline 82 which caused the truck to stop without finishing the map. I generously had the distance between the splines quite short, so I can easily get along with the 81 splines. However, sometimes the radiant is a funny machiene.


(stealth6) #15

Can you maybe work with 2 paths? Do 81 splines, then “teleport” to a new path (that starts in the same position as the end of spline 81)


(Teuthis) #16

I think I could do that but since the distance between the splines is really quite short, I think increasing the distance between the splines is the most simple solution. Anyhow, I don’t understand that the script has limitations in terms of numbers of splines.


(phisherman) #17

It doesn’t, at least not this low. Kirchen has more than 100 splines working without problems - it must be a problem in your script or falsely linked entities.


(Teuthis) #18

hmm, strange. I really can’t see a Problem in the script and mateos likewise doesn’t see a problem and if an entity would be bad why does it then work with a lower spline number? think this mystery will stay unanswered. Anyhow, I appreciate all the valuable comments.


(Mateos) #19

http://games.chruker.dk/enemy_territory/limits.php

Just add one more spline representing the end. The before-last will work if well scripted :slight_smile: