Hey Guys sorry I am kinda a noob when it coms to scripting but this is the error i got.
http://www.youtube.com/watch?v=bHaef1U2r0Y
Here are the GsCs that i used.
Code:
main()
{
level.elevatorDown = true;
level.elevatorMoving = false;
thread elevator_start();
}<br />
<br />
elevator_start()
{
elevator = getentarray ("switch","targetname");
if ( isdefined(elevator) )
for (i = 0; i < elevator.size; i++)
elevator[i] thread elevator_think();
}<br />
<br />
elevator_think()
{
while (1)
{
self waittill ("trigger");
if (!level.elevatorMoving)
thread elevator_move();
}
}<br />
<br />
elevator_move()
{
elevatormodel = getent ("elevator", "targetname");
level.elevatorMoving = true;
speed = 10;
height =581;
if (level.elevatorDown)
{
elevatormodel playsound ("elevator");
elevatormodel movez (height, speed);
elevatormodel waittill ("movedone");
level.elevatorDown = false;
}
else
{
elevatormodel playsound ("elevator");
elevatormodel movez (height - (height * 2), speed);
elevatormodel waittill ("movedone");
level.elevatorDown = true;
}
level.elevatorMoving = false;
}
Code:
main()
{
maps\mp\_door::main();
maps\mp\_load::main();
maps\mp\_elevator::main();
maps\mp\_teleport::main();<br />
<br />
<br />
<br />
<br />
<br />
ambientPlay("ambient_backlot_ext");
level._effect ["javelin_explosion"] = loadfx ("explosions/javelin_explosion");<br />
<br />
game["allies"] = "sas";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";
setdvar( "r_specularcolorscale", "1" );
setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","1800");<br />
<br />
thread jump1();
thread jump2();
}<br />
<br />
jump1()
{
jump1 = getent ("jump1","targetname");
glow1 = getent ("glow1","targetname");
air1 = getent ("air1","targetname");
air2 = getent ("air2","targetname");
air3 = getent ("air3","targetname");
air4 = getent ("air4","targetname"); <br />
<br />
level._effect[ "beacon_glow" ] = loadfx( "misc/ui_pickup_available" );
maps\mp\_fx::loopfx("beacon_glow", (glow1.origin), 3, (glow1.origin) + (0, 0, 90)); <br />
<br />
while (1)
{
jump1 waittill ("trigger",user);
if (user istouching(jump1))
{
//throw = user.origin + (100, 100, 0); <br />
<br />
air_a = spawn ("script_model",(0,0,0));
air_a.origin = user.origin;
air_a.angles = user.angles;
user linkto (air_a);
time = 1;
air_a moveto (air1.origin, 1);
wait (1);
air_a moveto (air2.origin, 1);
wait (.5);
air_a moveto (air3.origin, 1);
wait (.5);
air_a moveto (air4.origin, 1); <br />
<br />
//air_a moveto (throw, time, 0.5,0.5);
//air_a moveto (throw, time, 0.5,0.5); <br />
<br />
wait (1);
user unlink();
wait (1);
}
}
}<br />
<br />
jump2()
{
jump2 = getent ("jump2","targetname");
glow2 = getent ("glow2","targetname");
air5 = getent ("air5","targetname");
air6 = getent ("air6","targetname");
air7 = getent ("air7","targetname");
air8 = getent ("air8","targetname"); <br />
<br />
level._effect[ "beacon_glow" ] = loadfx( "misc/ui_pickup_available" );
maps\mp\_fx::loopfx("beacon_glow", (glow2.origin), 3, (glow2.origin) + (0, 0, 90)); <br />
<br />
while (1)
{
jump2 waittill ("trigger",user);
if (user istouching(jump2))
{
//throw = user.origin + (100, 100, 0); <br />
<br />
air_b = spawn ("script_model",(0,0,0));
air_b.origin = user.origin;
air_b.angles = user.angles;
user linkto (air_b);
time = 1;
air_b moveto (air5.origin, 1);
wait (1);
air_b moveto (air6.origin, 1);
wait (.5);
air_b moveto (air7.origin, 1);
wait (.5);
air_b moveto (air8.origin, 1); <br />
<br />
//air_b moveto (throw, time, 0.5,0.5);
//air_b moveto (throw, time, 0.5,0.5); <br />
<br />
wait (1);
user unlink();
wait (1);
}
}
}<br />
<br />
finishmap()
{
trigger = getent("anything","targetname");<br />
<br />
while (1)
{
trigger waittill("trigger", user);
if(user.sessionstate == "playing" && !isdefined(user.done))
{
user iprintlnbold ("Hey!" + user.name + "Good luck in the S3NiC Maze!");
user.done = true;
}
}
}<br />
<br />
finish()
{
trigger = getent("wow","targetname");<br />
<br />
while (1)
{
trigger waittill("trigger", user);
if(user.sessionstate == "playing" && !isdefined(user.done))
{
user iprintlnbold ("Hey!" + user.name + "You just completed S3NiC's Maze!");
user.done = true;
}
}
}
Anyone know how to fix?
Oh yeah i forgot to add i followed this tutorial.
http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Elevator_Brushes
edited on Oct. 22, 2009 11:13 pm by S3NiC