Typical ET questions


(Mapper X) #1

HI all
I’m new on www.splashdmg.com and this is my first topic.
I’ve got some questions and I’ll hope you guys can answer them.


Question 1:
What the function of 'objflags'?  

Plz give me some more info about it, and do the objflags always need the value ‘4’ or that’s bullshit?


Question 2:
I already tested my map several times, but I made some changes (in my map and script)
and now it says the message 'G_Script_ScriptParse(),Error line 412 '}' exspected, found end of script.
So how does your script has to end? With a '}' ? 

Plz give me some more info about this.


Question 3:
Can some1 plz give me a link to a site where u can download a free program to make ur own textures for Radiant.


 :banana:  I hope you find some answers  :banana: 

(Shaderman) #2

First, have a look at this sticky topic TUTORIALS AND ET MAPPING RESOURCES

What the function of ‘objflags’?

Discussed here

So how does your script has to end? With a ‘}’ ?

Some scripting basics can be found in the scripting section of the Level Designers Reference (LDR)

Can some1 plz give me a link to a site where u can download a free program to make ur own textures for Radiant.

I use The Gimp for the most things.


(MadMaximus) #3

1st off, welcome to the forums…

objflags are not needed, as they do not seem to function in anyway worth mentioning… there is a topic in these forums about them, i can’t remember where… but do a quick search and u will find it.

as for question 2, you made an error when you ajusted/changed your script… it’s easy to accidently delete or add a } or mistake it for a ), so check your script, or post it so we can see what the problem is.

as for creating textures, everyone has their own likes and dislikes as to what works… gimp is a free program that some ppl swear by, it confuses me… but it’s more like photoshop from what i hear, and that program confused me more… lol

i like psp, but thats not free… but i also use windows paint, and irfanview to make textures and texture editing… along with psp…

here’s a link to the gimp

and irfanview which many would agree, is always a good program to have around for misc photo stuff’s…

http://www.irfanview.com/

EDIT: hmmzz… shaderman beat me to it… i wonder who that caped crusader is… :smiley:


(Mapper X) #4

Thx a lot for your help!

I’m working on it

Cheers :beer:

:drink: Mapper X :drink:


(Mapper X) #5

This is my script=>


game_manager 
{ 
   	spawn 
   	{ 
		// Game rules
		wm_axis_respawntime	20
		wm_allied_respawntime	15
		wm_number_of_objectives 4
		wm_set_round_timelimit	20

      	// 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 
                accum 1 set -1 // flag status
		accum 2 set 0
   	

        wm_set_main_objective  3    0
        wm_set_main_objective  3    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



       wait 50

		setautospawn	"Allied Spawn"	1
		setautospawn	"Axis Spawn"	0




       }

        trigger victory
	{
		wm_announce	"Allies have destoyed the Robot!"
		wm_objective_status 3 0 2 
		wm_objective_status 3 1 1
		wm_setwinner 1
		wait 1000
		wm_endround



	trigger compost
	{
		accum 2 set 1
	}

        trigger flag1_firstred
	{
		accum 1 abort_if_not_equal -1
		accum 2 abort_if_not_equal 0
		accum 1 set 0
	}

	trigger flag1_firstblue
	{
		accum 1 abort_if_not_equal -1
		accum 1 set 1
		accum 2 abort_if_not_equal 0
		alertentity flagspawn
		alertentity flag1blob
		setautospawn	"Robot Spawn"	1
		wm_announce	"^3Allies have captured the flag"
	}
	trigger flag1red
	{
		trigger game_manager flag1_firstred
		accum 1 abort_if_not_equal 1
		accum 2 abort_if_not_equal 0
		alertentity flagspawn
		alertentity flag1blob
		accum 1 set 0
		setautospawn	"Allied Spawn"	1
		wm_announce	"^3Axis have reclaimed the flag"

	}
	trigger flag1blue
	{
		trigger game_manager flag1_firstblue
		accum 1 abort_if_not_equal 0
		accum 2 abort_if_not_equal 0
		alertentity flagspawn
		alertentity flag1blob
		accum 1 set 1
		setautospawn	"Robot Spawn"	1
		wm_announce	"^3Allies have captured the flag"
	}





flag1
{
	trigger axis_capture
	{
		trigger game_manager flag1red
	}

	trigger allied_capture
	{
		trigger game_manager flag1blue
	}
	
	trigger del
	{
		remove
	}
}








// ================================================
// ============ NEUTRAL COMMAND POST ==============
// ================================================

allied_compost_built
{
	spawn
	{
		wait 400
		trigger allied_compost_built setup

		constructible_class 2
	}

	trigger setup
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0
	}

	buildstart final
	{
		setstate allied_compost_built_model underconstruction
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
	}

	built final
	{
		setstate allied_compost_built_model default
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible

		trigger allied_compost_built_model enable_allied_features

		enablespeaker allies_compost_sound
	}

	decayed final
	{
		setstate allied_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
	}

	death
	{
		setstate allied_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default

		trigger allied_compost_built_model disable_allied_features

		disablespeaker allies_compost_sound
	}
}

allied_compost_built_model
{
	spawn
	{
		wait 400
		setstate allied_compost_built_model invisible
	}

	trigger enable_allied_features
	{
		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75
		sethqstatus 1 1

		wm_announce	"Allied Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"

		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 2 0 2
		wm_objective_status 2 1 1
	}

	trigger disable_allied_features
	{
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0

		wm_announce	"Axis team has destroyed the Allied Command Post!"

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_construct"

		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 2 0 0
		wm_objective_status 2 1 0
	}
}

axis_compost_built
{
	spawn
	{
		wait 400
		trigger axis_compost_built setup

		constructible_class 2
	}

	trigger setup
	{
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0
	}

	buildstart final
	{
		setstate axis_compost_built_model underconstruction
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible
	}

	built final
	{
		setstate axis_compost_built_model default
		setstate neutral_compost_closed_clip invisible
		setstate neutral_compost_closed_model invisible

		trigger axis_compost_built_model enable_axis_features

		enablespeaker axis_compost_sound
	}

	decayed final
	{
		setstate axis_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default
	}

	death
	{
		setstate axis_compost_built_model invisible
		setstate neutral_compost_closed_clip default
		setstate neutral_compost_closed_model default

		trigger axis_compost_built_model disable_axis_features

		disablespeaker axis_compost_sound
	}
}

axis_compost_built_model
{
	spawn
	{
		wait 400
		setstate axis_compost_built_model invisible
	}

	trigger enable_axis_features
	{
		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75
		sethqstatus 0 1

		wm_announce	"Axis Command Post constructed. Charge speed increased!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed"

		wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"

		wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 2 0 1
		wm_objective_status 2 1 2
	}

	trigger disable_axis_features
	{
		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1
		sethqstatus 0 0

		wm_announce	"Allied team has destroyed the Axis Command Post!"

		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"

		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"

		wm_teamvoiceannounce 0 "axis_hq_compost_damaged"

		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 2 0 0
		wm_objective_status 2 1 0
	}

}

        gate
        {
         spawn 
         {
         wait 300
         constructible_class 3 
         }
         death 
         {

         wm_announce "Allies have breached the gate " 

         }
         }



         robot
         {
         spawn 
         {
         wait 300
         constructible_class 3 
         }
         death 
         {

         wm_announce "Allies have destoyed the Robot! " 

         }
         }


        robot
        {
        spawn
        {
        }
        death
        {
        trigger game_manager victory

        }

        }



The map is won by the Allied if they blow the robot. How can I do this in my script? Or is it correct? :???:


(MadMaximus) #6

lol, k… that looks a little confusing to me… the format of it…

but i’ll have a go of it… if you could organize the format a bit better, it’s all to clustered in the middle to make out proper.

in your trigger victory in the game_manager, it’s missing a } to close it.
after the trigger flag1blue routine in the game_manager, u need to close the game_manager with another }


(Mapper X) #7

Thx madmaximus,

I added the 2 ‘}’ u said.
But I still got the error, end script not found, line 413 (last line)

:???: :???: :???:

Plz some1 help me with this, u can find my script above

:banghead:


(Mapper X) #8

You da men Madmaximus and Shaderman

Thx a lot for you help both of u :clap: :clap: :clap:

Got some new questions :smiley: :


Question 1:
I made a flag that both teams can capture, in the beginning of the map no team has the flag. But the problem is that the flag has an allied flag icon in the command map.


Can u change this icon? :???: 


(Mapper X) #9

:angry:

Hi again,

got a problem with my flag. Axis can capture it. But when allied capture it, I disconnect and get this message =>


G-Scripting:alertentity cannot find targetname ''flagspawn''


I searched my map and script but I can’t find it :blah:

Plz help me :banana: