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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, supersword, playername, novemberdobby
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Author Topic: vending machine bug/error HELP PLZ
NIIGHTMARE
General Member
Since: Jan 25, 2006
Posts: 17
Last: Jun 7, 2009
[view latest posts]
Level 1
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, May. 31, 2009 03:46 am
i have a problem with my vending/cola machines. i modded the script from this website so the vending machines would work without needing to turn the power switch on first. this is what it looks like:

Quote:

master_electric_switch()
{

trig = getent("use_master_switch","targetname");
master_switch = getent("master_switch","targetname");
master_switch notsolid();
master_switch rotatepitch(90,1);
trig sethintstring(&"ZOMBIE_ELECTRIC_SWITCH");

//turn off the buyable door triggers downstairs
//door_trigs = getentarray("electric_door","script_noteworthy");
//door_trigs[0] sethintstring(&"ZOMBIE_FLAMES_UNAVAILABLE");
//door_trigs[0] UseTriggerRequireLookAt();
//array_thread(door_trigs,::set_door_unusable);
//array_thread(door_trigs,::play_door_dialog);
//fx_org = spawn("script_model", (-674.922, -300.473, 284.125));
//fx_org setmodel("tag_origin");
//fx_org.angles = (0, 90, 0);
//playfxontag(level._effect["electric_power_gen_idle"], fx_org, "tag_origin");

cheat = false;
if ( cheat != true )
{
trig waittill("trigger",user);
}

//array_thread(door_trigs,::trigger_off);
master_switch rotateroll(-90,.3);
master_switch playsound("switch_flip");

clientnotify("revive_on");
clientnotify("middle_door_open");
clientnotify("fast_reload_on");
clientnotify("doubletap_on");
clientnotify("jugger_on");
level notify("switch_flipped");
//maps\_audio::disable_bump_trigger("switch_door_trig");
//level thread play_the_numbers();
// left_org = getent("audio_swtch_left", "targetname");
// right_org = getent("audio_swtch_right", "targetname");
// left_org_b = getent("audio_swtch_b_left", "targetname");
// right_org_b = getent("audio_swtch_b_right", "targetname");
//
// if( isdefined (left_org))
// {
// left_org playsound("amb_sparks_l");
// }
// if( isdefined (left_org_b))
// {
// left_org playsound("amb_sparks_l_b");
// }
// if( isdefined (right_org))
// {
// right_org playsound("amb_sparks_r");
// }
// if( isdefined (right_org_b))
// {
// right_org playsound("amb_sparks_r_b");
// }
// TUEY - Sets the "ON" state for all electrical systems via client scripts
//SetClientSysState("levelNotify","start_lights");
//level thread play_pa_system();

flag_set("electric_switch_used");
// trig delete();

//enable the electric traps
// traps = getentarray("gas_access","targetname");
// for(i=0;i // {
// traps sethintstring(&"ZOMBIE_BUTTON_NORTH_FLAMES");
// traps.is_available = true;
// }

master_switch waittill("rotatedone");
//playfx(level._effect["switch_sparks"] ,getstruct("switch_fx","targetname").origin);

// activate perks-a-cola
//level notify( "master_switch_activated" );
// fx_org delete();

// fx_org = spawn("script_model", (-675.021, -300.906, 283.724));
// fx_org setmodel("tag_origin");
// fx_org.angles = (0, 90, 0);
// playfxontag(level._effect["electric_power_gen_on"], fx_org, "tag_origin");
// fx_org playloopsound("elec_current_loop");


//elec room fx on
//playfx(level._effect["elec_room_on"], (-440, -208, 8));

//turn on green lights above the zapper trap doors
//north_zapper_light_green();
//south_zapper_light_green();

wait(6);
// fx_org stoploopsound();
level notify ("sleight_on");
level notify("revive_on");
// level notify ("electric_on_middle_door");
level notify ("doubletap_on");
level notify ("juggernog_on");



//level waittill("electric_on_middle_door");
//doors = getentarray(door_trigs[0].target,"targetname");
//open_bottom_doors(doors);

//exploder(101);
//exploder(201);

//This wait is to time out the SFX properly
//wait(8);
//playsoundatposition ("amb_sparks_l_end", left_org.origin);
//playsoundatposition ("amb_sparks_r_end", right_org.origin);

}


heres the script without the //

Quote:

master_electric_switch()
{
//(i guess this isnt needed but i just let it in i dont think this can solve the problem of the perks)

trig = getent("use_master_switch","targetname");
master_switch=getent("master_switch","targetname");
master_switch notsolid();
master_switch rotatepitch(90,1);
trig sethintstring(&"ZOMBIE_ELECTRIC_SWITCH");


//i guess this isnt inportant but i just let it in ( i dont think this can do something wrong in the game)
cheat = false;
if ( cheat != true )
{
trig waittill("trigger",user);
}

//(some code for the switch that isnt in the map but just let it be in the script else i get an error)

master_switch rotateroll(-90,.3);
master_switch playsound("switch_flip");

//(i think this is the command for for the map to know that the switch is used)

clientnotify("revive_on");
clientnotify("middle_door_open");
clientnotify("fast_reload_on");
clientnotify("doubletap_on");
clientnotify("jugger_on");
level notify("switch_flipped");

//(i guess this is the variable that contains info about elec switch status)
flag_set("electric_switch_used");

//(i guess this will turn the machines on, // the middle door out because i haven't got one)

level notify ("sleight_on");
level notify("revive_on");
// level notify ("electric_on_middle_door");
level notify ("doubletap_on");
level notify ("juggernog_on");



as you can see i // many commands out from the original script. the machines are working but when i die the icons on the left of the screen wont disappear and the machines cant be used a second time. the perks are disabled but the icons still remain on the hud.

any sugestions. thx in advance.
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WHISKYMAN
General Member
Since: Oct 13, 2006
Posts: 133
Last: Mar 7, 2012
[view latest posts]
Level 4
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Jun. 1, 2009 05:51 am
Hi m8 sorry But is it not the point that you win the power ups
As you go. Getting all power ups for free at the start. you loos the point of the game.

[confused]
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NIIGHTMARE
General Member
Since: Jan 25, 2006
Posts: 17
Last: Jun 7, 2009
[view latest posts]
Level 1
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Jun. 1, 2009 07:24 am
you don't get the power ups at the start of the game, the machines are just turned on when starting. you still have to pay to get the power ups.
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