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Topic: elevator bad syntex error |
| PunkBeastaca |
General Member Since: May 13, 2011 Posts: 6 Last: Jul 27, 2013 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Saturday, Jul. 16, 2011 04:06 pm |
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I'm doing an elevator, and a friend help me with the edits from the 2nd elevator of modsrepository. So this is my .gsc:
main()
{
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_testmap");
game["allies"] = "sas";
game["axis"] = "russian";
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" );
thread PlaceElevator();
}
PlaceElevator()
{
wait 0.5;
level.elevator_busy = false;
level.elevator_floor = 2;
switch = getentarray("switch","targetname");
for(i=0;i
switch WatchSwitch();
}
WatchSwitch()
{
while(1)
{
self waittill("trigger");
if( level.elevator_busy )
{
wait 0.5;
continue;
}
else
thread MoveElevator();
}
}
MoveElevator()
{
//z 152
//y 32
ul_door = getent("upper_leftdoor", "targetname");
ur_door = getent("upper_rightdoor", "targetname");
ll_door = getent("lower_leftdoor", "targetname");
lr_door = getent("lower_rightdoor", "targetname");
elevator = getent("elevator", "targetname");
el_rdoor = getent("elevator_rightdoor", "targetname");
el_ldoor = getent("elevator_leftdoor", "targetname");
level.elevator_busy = true;
wait 2;
if( level.elevator_floor == 1 )
{
el_ldoor MoveY( -32, 1, 0.5, 0.5 );
el_rdoor MoveY( 32, 1, 0.5, 0.5 );
wait 0.1;
ll_door MoveY( -32, 1, 0.5, 0.5 );
lr_door MoveY( 32, 1, 0.5, 0.5 );
wait 1.25;
elevator MoveZ( 152, 2, 1, 1 );
el_ldoor MoveZ( 152, 2, 1, 1 );
el_rdoor MoveZ( 152, 2, 1, 1 );
wait 2.25;
ul_door MoveY( 32, 1, 0.5, 0.5 );
ur_door MoveY( -32, 1, 0.5, 0.5 );
wait 0.1;
el_ldoor MoveY( 32, 1, 0.5, 0.5 );
el_rdoor MoveY( -32, 1, 0.5, 0.5 );
wait 1;
}
else if( level.elevator_floor == 2 )
{
el_ldoor MoveY( -32, 1, 0.5, 0.5 );
el_rdoor MoveY( 32, 1, 0.5, 0.5 );
ul_door MoveY( -32, 1, 0.5, 0.5 );
ur_door MoveY( 32, 1, 0.5, 0.5 );
wait 1.25;
elevator MoveZ( -152, 2, 1, 1 );
el_ldoor MoveZ( -152, 2, 1, 1 );
el_rdoor MoveZ( -152, 2, 1, 1 );
wait 2.25;
ll_door MoveY( 32, 1, 0.5, 0.5 );
lr_door MoveY( -32, 1, 0.5, 0.5 );
wait 0.1;
el_ldoor MoveY( 32, 1, 0.5, 0.5 );
el_rdoor MoveY( -32, 1, 0.5, 0.5 );
wait 1;
}
level.elevator_busy = false;
}
And the error is :
script run time error
switch = getentarray("switch","targetname"); (line 30)
( maps/mp/mp_testmap.gsc )
It's something like that |
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| serthy |
General Member Since: Sep 8, 2010 Posts: 482 Last: Jun 28, 2013 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Saturday, Jul. 16, 2011 04:39 pm |
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fixed errors:
Code: PlaceElevator()
{
wait 0.5;
level.elevator_busy = false;
level.elevator_floor = 2;
switches = getentarray( "switch" , "targetname" );
for( i = 0 ; i < switches.size ; i++ )
{
switches[i] thread WatchSwitch();
}
}
WatchSwitch()
{
while( 1 )
{
self waittill( "trigger" );
if( level.elevator_busy )
continue;
else
thread MoveElevator();
}
}
MoveElevator()
{
ul_door = getent( "upper_leftdoor" , "targetname" );
ur_door = getent( "upper_rightdoor" , "targetname" );
ll_door = getent( "lower_leftdoor" , "targetname" );
lr_door = getent( "lower_rightdoor" , "targetname" );
elevator = getent( "elevator" , "targetname" );
el_rdoor = getent( "elevator_rightdoor" , "targetname" );
el_ldoor = getent( "elevator_leftdoor" , "targetname" );
level.elevator_busy = true;
wait 2;
up = 152;
down = -152;
door_left = -32;
door_right = 32;
movetime = 2;
elev_accel = 0.5;
elev_deccel = 0.5;
door_time = 1;
door_accel = 0.5;
door_deccel = 0.5;
if( level.elevator_floor == 1 )
{
level.elevator_floor = 2;
el_rdoor moveY( door_right , door_time , door_accel , door_deccel );
el_ldoor moveY( door_left , door_time , door_accel , door_deccel );
wait 0.1;
ll_door moveY( door_right , door_time , door_accel , door_deccel );
lr_door moveY( door_left , door_time , door_accel , door_deccel );
wait 1.25;
elevator moveZ( up , movetime , elev_accel , elev_deccel );
el_rdoor moveZ( up , movetime , elev_accel , elev_deccel );
el_ldoor moveZ( up , movetime , elev_accel , elev_deccel );
wait 2.25;
ll_door moveY( door_left , door_time , door_accel , door_deccel );
lr_door moveY( door_right , door_time , door_accel , door_deccel );
wait 0.1;
el_rdoor moveY( door_left , door_time , door_accel , door_deccel );
el_ldoor moveY( door_right , door_time , door_accel , door_deccel );
wait 2;
level.elevator_busy = false;
}
else if( level.elevator_floor == 2 )
{
level.elevator_floor = 1;
el_rdoor moveY( door_right , door_time , door_accel , door_deccel );
el_ldoor moveY( door_left , door_time , door_accel , door_deccel );
wait 0.1;
ul_door moveY( door_right , door_time , door_accel , door_deccel );
ur_door moveY( door_left , door_time , door_accel , door_deccel );
wait 1.25;
elevator moveZ( down , movetime , elev_accel , elev_deccel );
el_rdoor moveZ( down , movetime , elev_accel , elev_deccel );
el_ldoor moveZ( down , movetime , elev_accel , elev_deccel );
wait 2.25;
ul_door moveY( door_left , door_time , door_accel , door_deccel );
ur_door moveY( door_right , door_time , door_accel , door_deccel );
wait 0.1;
el_rdoor moveY( door_left , door_time , door_accel , door_deccel );
el_ldoor moveY( door_right , door_time , door_accel , door_deccel );
wait 2;
level.elevator_busy = false;
}
} |
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| PunkBeastaca |
General Member Since: May 13, 2011 Posts: 6 Last: Jul 27, 2013 [view latest posts] |
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| PunkBeastaca |
General Member Since: May 13, 2011 Posts: 6 Last: Jul 27, 2013 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Sunday, Jul. 17, 2011 12:17 am |
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Ur script didn't worked. didn't do anything.
Also my script is fixed
main()
{
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_testmap");
game["allies"] = "sas";
game["axis"] = "russian";
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" );
thread PlaceElevator();
}
PlaceElevator()
{
wait 0.5;
level.elevator_busy = false;
level.elevator_floor = 2;
switch = getentarray("switch","targetname");
for(i=0;i
switch WatchSwitch();
}
WatchSwitch()
{
while(1)
{
self waittill("trigger");
if( level.elevator_busy )
{
wait 0.5;
continue;
}
else
thread MoveElevator();
}
}
MoveElevator()
{
//z 152
//y 32
ul_door = getent("upper_leftdoor", "targetname");
ur_door = getent("upper_rightdoor", "targetname");
ll_door = getent("lower_leftdoor", "targetname");
lr_door = getent("lower_rightdoor", "targetname");
elevator = getent("elevator", "targetname");
el_rdoor = getent("elevator_rightdoor", "targetname");
el_ldoor = getent("elevator_leftdoor", "targetname");
level.elevator_busy = true;
wait 2;
if( level.elevator_floor == 1 )
{
el_ldoor MoveY( -32, 1, 0.5, 0.5 );
el_rdoor MoveY( 32, 1, 0.5, 0.5 );
wait 0.1;
ll_door MoveY( -32, 1, 0.5, 0.5 );
lr_door MoveY( 32, 1, 0.5, 0.5 );
wait 1.25;
elevator MoveZ( 152, 2, 1, 1 );
el_ldoor MoveZ( 152, 2, 1, 1 );
el_rdoor MoveZ( 152, 2, 1, 1 );
wait 2.25;
ul_door MoveY( 32, 1, 0.5, 0.5 );
ur_door MoveY( -32, 1, 0.5, 0.5 );
wait 0.1;
el_ldoor MoveY( 32, 1, 0.5, 0.5 );
el_rdoor MoveY( -32, 1, 0.5, 0.5 );
wait 1;
}
else if( level.elevator_floor == 2 )
{
el_ldoor MoveY( -32, 1, 0.5, 0.5 );
el_rdoor MoveY( 32, 1, 0.5, 0.5 );
ul_door MoveY( -32, 1, 0.5, 0.5 );
ur_door MoveY( 32, 1, 0.5, 0.5 );
wait 1.25;
elevator MoveZ( -152, 2, 1, 1 );
el_ldoor MoveZ( -152, 2, 1, 1 );
el_rdoor MoveZ( -152, 2, 1, 1 );
wait 2.25;
ll_door MoveY( 32, 1, 0.5, 0.5 );
lr_door MoveY( -32, 1, 0.5, 0.5 );
wait 0.1;
el_ldoor MoveY( 32, 1, 0.5, 0.5 );
el_rdoor MoveY( -32, 1, 0.5, 0.5 );
wait 1;
}
level.elevator_busy = false;
}
But when i press the top switch the upper right door and upper left door open up like there suppose to, but if i press again, they go away further from the elevator its like more +32 or -32 from before the 1st time i pressed, and while I'm pressing more and more it goes farther away, while the inside doors(elevator doors) they open up on 1st time and then lower down before elevator even moves, and elevator doesn't do anything lol just stay there, and the bottom trigger is useless also for the lower doors, they both do same has the upper ones go further away. lol
Can anyone help me build this elevator?
I can like want to call the elevator then the outside doors and inside doors open, and i get in and automatically go down or up, same thing when I'm at bottom i want the switch to work. and do same thing has on top does |
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