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Forum: All Forums : Call of Duty 4
Category: CoD4 SP Mapping
CoD 4 mapping and level design for single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: waittill ("goal") doesnt work
tschiggen
General Member
Since: Oct 19, 2010
Posts: 122
Last: Feb 16, 2012
[view latest posts]
Level 4
Category: CoD4 SP Mapping
Posted: Wednesday, Jul. 27, 2011 11:33 am
hi
i tried around with waittill goal. so i take away the player weapons, when the ai reaches the goal.

BUT.....

it takes away the weapons, while hes still runnin.

my .gsc
Code:

runner_test()
{
	level.runner = getent ("runner", "targetname");
	runner_node_1 = getnode ("runner_node", "targetname");
	level.runner setgoalnode (runner_node_1);
	 waittill( "goal" );
	//Flag_set ("runner_goal");
	level.player takeallweapons();
}

player_weapons()
{
	flag_wait("runner_goal");
	level.player takeallweapons();
}
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Wednesday, Jul. 27, 2011 04:48 pm
The AI most likely has a big goal radius, just make it smaller on him.
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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
[view latest posts]
Level 8
Category: CoD4 SP Mapping
Posted: Wednesday, Jul. 27, 2011 08:18 pm
well you didnt define what is waiting for the goal. try putting this:

level.runner waittill( "goal" );

also if u want to play it safe go to ur radiant find that node and give it a k/v of radius/35 or use w/e number works for you.
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tschiggen
General Member
Since: Oct 19, 2010
Posts: 122
Last: Feb 16, 2012
[view latest posts]
Level 4
Category: CoD4 SP Mapping
Posted: Friday, Jul. 29, 2011 06:23 am
i tried both. nothin worked.
it still takes away the player weapons vefore he reached the node

help [rolleyes][rolleyes]
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Marty22
General Member
Since: Jan 2, 2008
Posts: 42
Last: Sep 17, 2011
[view latest posts]
Level 2
Category: CoD4 SP Mapping
Posted: Friday, Jul. 29, 2011 07:03 am
Maybe setGoalPos() will work:
Code:
runner_test()
{
	level.runner = getent ("runner", "targetname");
	runner_node_1 = getnode ("runner_node", "targetname");
	level.runner setgoalpos (runner_node_1.org);
	level.runner waittill( "goal" );
	flag_set ("runner_goal");
}

player_weapons()
{
	flag_wait("runner_goal");
	level.player takeallweapons();
}
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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
[view latest posts]
Level 8
Category: CoD4 SP Mapping
Posted: Friday, Jul. 29, 2011 01:06 pm
can u make a video and post a link of how ur making it work bc somehow i think the flag is what is suppose to let u know when to disable the weapons right? also have u tried setting the flag via radiant?
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Skytram
General Member
Since: Aug 7, 2010
Posts: 27
Last: Apr 3, 2012
[view latest posts]
Level 2
Category: CoD4 SP Mapping
Posted: Wednesday, Sep. 21, 2011 06:12 pm
Set the goal radius on your level.runner to 32 in script.

Also, after setting the radius of the node in radiant, make sure you recompile entities.
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