also everyone i got some good news, ive figured out how to also creat a dynamitable objective and stuff, but im wondeirng, what all do u got to put in a script to make it where u blwo something up and it ends the level, in the Death section of the object i want to be blown up in my script, i got the check game_manager to see who wins thing, but when i blow it up, everything is normal, it just doesnt want to end.
would someoen plz teach me how to script for my level
An example:
game_manager
{
spawn
{
accum 1 set 0
// Game rules
wm_axis_respawntime 15
wm_allied_respawntime 15
wm_set_round_timelimit 5
wm_number_of_objectives 1
// Objectives
// 1: Primary: Destroy the wall
// No. of Primary objectives
wm_set_main_objective 1 0
wm_set_main_objective 1 1
// wm_objective_status <objective> <team> <status (0=neutral 1=complete 2=failed)
wm_objective_status 1 0 0
wm_objective_status 1 1 0
// Stopwatch Modedefending team
wm_set_defending_team 0
wm_setwinner 0
wait 2000
}
trigger checkgame
{
accum 1 inc 1
accum 1 abort_if_not_equal 1
wm_setwinner 1
wm_endround
}
}
//Targetname: Wall
//Scriptname: scrWall
//Construction Class: func_explosive
scrWall
{
spawn
{
wait 200
//classes: 1 (explosives), 2 (satchel), 3 (dynamite)
constructible_class 3
}
death
{
wm_announce "Allies have blown the wall!"
setstate Wall invisible
wm_objective_status 1 0 2
wm_objective_status 1 1 1
trigger game_manager checkgame
}
}
ok, i have 2 objs in my map, to blow a door up and to blow a computer up, what all would i have to change for that to work
Each obj would call this script
trigger checkgame
{
accum 1 inc 1
accum 1 abort_if_not_equal 2
wm_setwinner 1
wm_endround
}
With the final variable in this line, change to 2
accum 1 abort_if_not_equal 2
Completion of each obj will increment accum 1 by 1 until you get to two (e.g., both obj completed) at which time the game will declare a winner
never mind about it, it works just fine, does anyone know of a good video tutorial on making moving things, those thigns really helped me
it’s not a video tutorial but this link really helped me on script_movers
http://www.nibsworld.com/rtcw/tutorial_basic_script_mover.shtml
i used that to, but the script part of it got me confused, see in that video it should u ever key that every major part had and every little detail in the script, if i could see one that was already made and there was a map with it that i could open in Radiant and see the keys, that would really help, ill try this again now that i have gained more knowlegde, but if anyone can find a good ex map and script for this stuff, plz let me know
the what, i dont think ive seen it, what all does it cover?
it’s a small map with a forward spawn point, command posts, destructable walls, retrievable objects… http://www.planetwolfenstein.com/4newbies/mapping.htm
look under prefabs
i tried to download it, but when i try to extract its files to the right folder, it says it does it, but it doesnt, im confused now. even more the ususally cause my winzip has been working good so far
hey all, im gonna try to put some screen shots in of my test map, how do i do that, maybe if i show yall someoen can find out y it doesnt want to move
if you upload the images to www.imageshack.us you get a link, then just place them here
------the top of the elevator
------the bottem of the elevator
and here is the script, if u want to see what i labeled the heys go here
http://www.nibsworld.com/rtcw/tutorial_basic_script_mover.shtml
ok, now the script
[/game_manager
{
spawn
{
accum 1 set 0
wm_axis_respawntime 20
wm_allied_respawntime 15
wm_set_round_timelimit 15
wm_number_of_objectives 2
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_set_defending_team 0
wm_setwinner 0
wait 2000
}
trigger checkgame
{
accum 1 inc 1
accum 1 abort_if_not_equal 1
wm_setwinner 1
wm_endround
}
}
trigger objective1
{
wm_announce "Allied team has breached the Side Wall!"
setstate SideWall_toi invisible
}
trigger objective2
{
accum 1 set 1
wm_announce "Allied team has destroyed the SuperComputer!"
wm_objective_status 4 1 1
wm_objective_status 4 0 2
wait 3000
trigger game_manager checkgame
}
}
move_platform
{
trigger platform move_destination
{
trigger platform move_dest
}
trigger move_to_start
{
trigger platform move_start
}
}
platform
{
trigger move_dest
{
gotomarker point_02 32
}
trigger move_start
{
gotomarker point_01 32
}
}
allied_obj1
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "The Side Wall has been Breached!"
wm_teamvoiceannounce 0 "side_axis_entrance1_destroyed"
wm_teamvoiceannounce 0 "side_allies_entrance1_desrtoyed"
wm_removeteamvoiceannounce 0 "side_axis_entrances_defend"
wm_removeteamvoiceannounce 0 "side_axis_entrance1_defend"
wm_removeteamvoiceannounce 1 "side_allies_entrances_destroy"
wm_removeteamvoiceannounce 1 "side_allies_entrance1_destroy"
}
}
allied_obj2
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Allies have blown up the Super Computer!"
setstate SuperComputer invisible
wm_objective_status 1 0 2
wm_objective_status 1 1 1
wait 3000
trigger game_manager checkgame
}
}
//==================
//======GuardTower=======
//==================
GuardTower
{
spawn
{
wait 200
trigger self setup
constructible_class 2
}
trigger setup
{
setstate GuardTower invisible
setstate GuardTowerSupplies default
}
buildstart final
{
setstate GuardTower underconstruction
setstate GuardTowerSupplies default
}
built final
{
setstate GuardTower default
setstate GuardTowerSupplies invisible
wm_announce "The GuardTower has been constructed."
}
decayed final
{
setstate GuardTower invisible
setstate GuardTowerSupplies default
}
death
{
setstate GuardTower invisible
setstate GuardTowerSupplies default
wm_announce "Axis have destroyed the GuardTower."
}
}]
