You have to put your script between the tags:
[ code ] script [ /code ]
would someoen plz teach me how to script for my level
ok, lets try this again lol
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."
}
}
ok thats the script and u can see in the screen shots my beginner looking elevator, instead of typing out all the properties, http://www.nibsworld.com/rtcw/tutorial_basic_script_mover.shtml, has the listing of ever single thing i put in there. so maybe one of yall can find out y my stupid elevator will not work :banghead: :banghead:
still no luck for me on the elevator, but i made a draw bridge work, does anyone else know of some good scripting or object moving tutorials?
Have a look at these : http://www.planetquake.com/simland/pages/articles.htm
They were made by Sock and have sample files with them.
thanksi downloaded the level, but i got a problem, my Radiant program dosent want to pick up the level, so i cant open it, i dont see whats wrong either.
I have a favor, and if anyone would do it, i would be very grateful. But could someone making a working elevator in a sample map that is just a two floor elevator and only has 2 buttons, one at the top and bottem, and have a script mad for the elevator to, that way i could easily see, cause i did find one elevator/lift tutorial map, but it told how to make a 4 button elevator, i need just a 2 button. also if it is possible, out working doors on it. That way i could easily see what the keys r for everything and how the script acts with it. I know im asking alot, but this would be a grateful help, would someone plz make me this
i finally foudn those maps and i used it for reference, but i still got problems, i literally took all of the main things on the buttons and made them in to a prefab and send it to my level that im making things on, so i know the keys have to be right, but when i run the bsp file, all of the path_corners come up as an entity leak and when i try to run the map it still doesnt work, and i even copied the script exactly, except for the relay light things. does anyone have an idea whats wrong, here is the site i got the map from if u want it http://www.planetquake.com/simland/pages/articles.htm that was on here earlier
someone plz help me soon, this thing is driving me nuts
:banghead:
i got an idea, im gonna post my test map on here, maybe that way someone can help me figure it out, and if anyone needs help with constructables yall could use my simpleized Gaurd Tower as an example, so can someone tell me how to get it on here
open the .map file with a text editor, like notepad and copy/paste the code here and use the [code ] [/ code] 
i cant do that, i tried pasting it and when i try to submit it, my internet explorer quits responding on me, it must be to big, is there another way i can send it or could u make me a small level with one in it that works?
i finished the elevator 
because the .map file was too big i uploaded it so you can download it from there 
thanks a whole lot, this is what ive been hunting for the whole time is really gonna help me. thanks again
one more question, is there anyway that an elevator can go on 3,4, or more floors instead of just 2
then you need a new pathcorner at the 3rd level and you should have 2 buttons on every level and 1 on the outside of every level in order to “call” the elevator
ok, i got serious problems, my map is gone, i tried loading it and it came up at the bottem New_map, what happened?