wm_objective_status


(masterkiller) #1

Hi
Can i put 2 objectives on the save wm_objective_status?

I mean, i have 2 bridges and i wanna see if i can do something to fix the 2 bridges in the same wm_objective_status. Something Like you need to contruct the 2 bridges before you can see the green check in the limbo menu?

Any idea?


		wm_objective_status	6 x x    
		wm_objective_status	6 x x   

First bridge


// ================================================
// ALLIED MG42 BRIDGE PAPER TOILET(1)
// ================================================
alliedconstruct1
{
	spawn
	{
		wait 50
		trigger self setup
		constructible_class 2			// Dyno+Satchel
	}

	trigger setup
	{
		setstate alliedconstruct1_materials default	// Crate Models
		setstate alliedconstruct1_clip default	// Clip brushes
		setstate alliedconstruct1_flag default

		setstate alliedconstruct1_extra invisible	// Sandbags
		setstate alliedconstruct1_mg42 invisible	// MG42 entity
		repairmg42 alliedconstruct1_mg42
	}

	built final
	{
		setstate alliedconstruct1_materials invisible	// Crate Models
		setstate alliedconstruct1_clip invisible	// Clip brushes
		setstate alliedconstruct1_flag invisible

		setstate alliedconstruct1_extra default	// Sandbags
		setstate alliedconstruct1_mg42 default	// MG42 entity

		wm_announce "^4Allied Team ^3have built the ^5MG42 ^3and the ^5right bridge ^3build whit ^6toilet paper !!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "clavier_axis_bridge_const"

		wm_teamvoiceannounce 1 "clavier_allies_bridge_const"

		wm_removeteamvoiceannounce 0 "clavier_axis_bridge_com"

		wm_removeteamvoiceannounce 1 "clavier_allied_bridge_com"
		// *---------------------------------------------------------------------------------*
		wm_objective_status	6 0 2    
		wm_objective_status	6 1 1    


	}

	decayed final
	{
		trigger self setup
	}

	death
	{
		trigger self setup
		wm_announce "^1Axis Team ^3have destroyed the ^5MG42 ^3and the ^6toilet paper bridge!!" 
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "clavier_axis_bridge_dest"

		wm_teamvoiceannounce 1 "clavier_allies_bridge_dest"

		wm_addteamvoiceannounce 0 "clavier_axis_bridge_com"

		wm_addteamvoiceannounce 1 "clavier_allied_bridge_com"
		// *---------------------------------------------------------------------------------*

		wm_objective_status	6 0 1    
		wm_objective_status	6 1 0    


	}
}



Second Bridge




// ================================================
// ============= RULER BRIDGE =====================
// ================================================

// footbridge
defense3         								// in map it belongs to ALLIES
{
	spawn									// spawn section in here it sets the entities values and calls needed scripting
	{
		wait 400  							// waits for 4/10's of a second before the game creates this entity
		trigger defense3 setup 						// causes the setup subroutine of this script....basically calling a normal spawn section but this is just being fancy
		constructible_class 2                     			// 1 = breakable / 2 = satchel+dyn. / 3 = Dynamite
	}

	trigger setup                                                           // the fancy part...normally people put this sections innerds into the spawn section of the scripting event
	{
		setstate defense3_materials default				// makes the crates appear
		setstate defense3_materials_clip default			// makes the crates clip brushes block objects from passing through the crates 
		setstate defense3_flag default					// makes the flag show
		setstate defense3_teeth invisible				// I made the clip of the constructible object paired with the objects look (not a big deal just saves the time of scripting extra objects)
	}

	buildstart final							// This is the section where things start to change
	{
		setstate defense3_materials default				// crates still there
		setstate defense3_materials_clip default			// crates clip brushes still there		
		setstate defense3_flag default					// flag still there	
		setstate defense3_teeth underconstruction			// constructible object turns glowing white, shows what you're making
	}

	built final								// Where things come and go
	{
		setstate defense3_materials invisible				// crates go invisible	
		setstate defense3_materials_clip invisible			// crate clipbrushes no longer block
		setstate defense3_flag invisible				// flag goes bye bye
		setstate defense3_teeth default					// constructible shows up
		wm_announce "^4Allied Team ^3has build the small Bridge whit the ruler on MapWorld Board!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "clavier_axis_bridge_const2"

		wm_teamvoiceannounce 1 "clavier_allies_bridge_const2"
		// *---------------------------------------------------------------------------------*
		wm_objective_status	6 0 2    
		wm_objective_status	6 1 1    


	
	}

	decayed final								// after time passes it resets the objective
	{
		trigger self setup							// Easier way of calling things--time passes and materials stay visable
										// clip brushes still block
										// flag is visable still
										// constructible stays invisible
	}

	death									// This section is easily explained by saying it is the same as SETUP but needs to be called "death"
	{
		wm_announce "^1Axis Team ^3has Destroy the small Bridge whit the ruler on MapWorld Board!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "clavier_axis_bridge_const2"

		wm_teamvoiceannounce 1 "clavier_allies_bridge_const2"
		// *---------------------------------------------------------------------------------*
		wm_objective_status	6 0 1    
		wm_objective_status	6 1 0    



		trigger self setup							// resets the entity back to it's original appearance
	}
}




(th0rn3) #2

wm_objective_status 6 0 2
wm_objective_status 6 1 1

if mean like this, the anwser is yes!

And let me guess, you are using EtScript app? :smiley:


(Ritz) #3

what is etscript app?


(masterkiller) #4

I put the same wm_objective_status to each bridge. But now this is not good. I only need to build one bridge to have the “green check” in the limbo menu. I wanna see if i can change something for the “Green check” will be appear when the 2 bridge was build?

Sorry about my english, isnt perfect :stuck_out_tongue:

th0rn3: I have it but i dont really use it. Only to find the little description for some script. I use worldpad. Some script come from prefab stuff like spyjuice.com did some good tutorial map whit great comment like you can see on the RULER BRIDGE (seconde bridge)


(Cambodunum) #5

worldpad…

hihi … sry^^

… guys do me a favor. dont use this crappy wordpad …
… here’s a better one from a good buddy: Geany

here you can get it (its freeware)
http://geany.uvena.de/

greetz Cambo


(masterkiller) #6

up!
Iam close to be finish my map.
You can see some screenshot here.
http://masterkiller.hostarea.org/clavier.html

I just need to fix this wm_objective_status and fix 2-3 scripts bugs i will fix tonight then probably release clavier map tomorow whit a new post.

So can i do something to fix that 2 bridges in the same wm_objective_status?
If is yes , how to?


(VossieJr) #7

[QUOTE=th0rn3;174818]

wm_objective_status 6 0 2
wm_objective_status 6 1 1

if mean like this, the anwser is yes!

And let me guess, you are using EtScript app? :D[/QUOTE]

Lol he answerd your question?