Hi, for the last couple of weeks I have tried to make a function work; the waittill( "goal" );. But it just skips it, and to make sure, it didn't work properly, I made another actor go to a node as soon as the first actor had come to the node. Both actors moved right at the beginning.
Generally I have some very weird problems with simple things with the modding tools sometimes, and they don't always get solved.
Anyway, here's the script, which I have shortened it down to, to locate the problem:
Code:
#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
#include maps\_vehicle;
#include maps\test_code;
main()
{
maps\test_anim::main();
maps\_load::main();
/////////////////////////
// Level //
////////////////////////
level.campaign = "british";
level.early_level[ level.script ] = false;
battlechatter_off( "allies" );
battlechatter_off( "axis" );
battlechatter_off( "neutral" );
/////////////////////////
//Player Setup//
////////////////////////
level.player takeallweapons();
level.player giveWeapon( "mp5_silencer");
level.player giveMaxAmmo("mp5_silencer");
level.player giveWeapon("usp_silencer");
level.player giveWeapon("flash_grenade");
level.player switchtoWeapon("mp5_silencer");
level.player setOffhandSecondaryClass( "flash" );
level.player setViewmodel( "viewhands_black_kit" );
////////////////////////
// Precaches //
///////////////////////
precacheString( &"TEST_INTRO_1" );
precacheString( &"TEST_INTRO_2" );
precacheString( &"TEST_INTRO_3" );
precacheString( &"TEST_INTRO_4" );
precacheString( &"TEST_INTRO_LOGO" );
precacheString( &"TEST_INTRO_LOGO_2" );
precacheshader("white");
precacheshader("black");
precacheshader("test_logo");
precacheItem("facemask");
//////////////////////////
//Weapon Clips//
//////////////////////////
level.weaponClipModels = [];
level.weaponClipModels[1] = "weapon_ak47_clip";
level.weaponClipModels[2] = "weapon_mp5_clip";
level.weaponClipModels[3] = "weapon_m16_clip";
/////////////////////////
// Threads //
////////////////////////
thread intro();
}
intro()
{
level.player disableWeapons();
level.player freezeControls( true );
MusicPlayWrapper( "intro" );
thread intro_sequence();
}
intro_sequence()
{
level.player unlink();
smooth_move( "intro_point", 0.50 ); // custom function
wait 0.01;
level.player unlink();
thread squad_setup();
thread introscreen();
}
introscreen()
{
level.intro_offset = ( -20 );
lines = [];
lines[ lines.size ] = &"TEST_INTRO_1";
lines[ "date" ] = &"TEST_INTRO_2";
lines[ lines.size ] = &"TEST_INTRO_3";
lines[ lines.size ] = &"TEST_INTRO_4";
maps\_introscreen::introscreen_feed_lines( lines );
level.intro_offset = ( 0 );
fade_time = ( 8 );
time = ( 8.5 );
maps\_introscreen::introscreen_generic_fade_in( "black", time, fade_time );
thread start_briefing();
}
squad_setup()
{
guy1_spawn = getent( "guy1", "targetname" );
level.guy1 = guy1_spawn stalingradspawn();
level.guy1.animname = "guy1";
level.guy1 thread magic_bullet_shield();
level.guy1.accuracy = 1000;
level.guy1.grenadeammo = 0;
level.guy1 pushplayer( true );
guy2_spawn = getent( "guy2", "targetname" );
level.guy2 = guy2_spawn stalingradspawn();
level.guy2.animname = "guy2";
level.guy2 thread magic_bullet_shield();
level.guy2.accuracy = 900;
level.guy2.grenadeammo = 2;
level.guy2 pushplayer( true );
guy3_spawn = getent( "guy3", "targetname" );
level.guy3 = guy3_spawn stalingradspawn();
level.guy3.animname = "guy3";
level.guy3 thread magic_bullet_shield();
level.guy3.accuracy = 500;
level.guy3.grenadeammo = 0;
level.guy3 pushplayer( true );
level.squad = getentarray( "squad", "script_noteworthy" );
}
start_briefing()
{
level.guy1 anim_single_solo( level.guy1, "briefing" );
wait 1;
level.player enableWeapons();
level.player freezeControls( false );
thread door();
}
door()
{
guy2_node = getnode( "guy2_door", "targetname" );
level.guy2 setgoalnode(guy2_node);
wait 0.5;
level.guy2 waittill( "goal" );
guy3_node = getnode( "guy3_node", "targetname" );
level.guy3 setgoalnode(guy3_node);
}
Now, I have tried to remove all other custom content and reinsert the files for the modding tools manually in again.
In the test map, it doesn't work either, and I'm sure, it's not just a wait function I need. No errors also.