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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: moved trigger, scripting
Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD Mapping
Posted: Tuesday, Apr. 10, 2012 10:39 am
hAYX writes...
Quote:
hey, very thanks for the information...this is interessting with the script language..

the script unfortunately threw out the same mistake again [crazy]

looking forward

greets hayx


In that case, you haven't linked the entities together in Radiant to form targets:

In Radiant, select your first entity; now select your second entity and press CTRL + K. This links the first entity with the second, and makes the second entity the target of the first.

Now, select the second entity again, and now select your third entity, and press CTRL +K again. This will make the third entity a target of the second entity, which is in turn the target of the first entity.

Failing that, give all your separate entities target names, and find them one at a time. Control and run code on each entity according to its targetname, like this:

Code:
setup_targets()
{
	scriptorg = getentArray( "ziel1", "targetname" );
	targeted = getentArray( "ziel1_target", "targetname" );
	ent = getentArray( "ziel1_target_ent", "targetname" );

	for( i = 0; i < scriptorg.size; i++ )
		for( j=0; i < targeted.size; j++ )
			for( n=0; n < ent.size; n++ )
			{
				targeted[j] linkto( scriptorg[i] );
				scriptorg[i] thread move();
				targeted[j] thread follow( ent[n] );
				ent[n] thread target_hit( scriptorg[i] );
			}

	scriptorg2 = getentArray( "ziel2", "targetname" );
	targeted2 = getentArray( "ziel2_target", "targetname" );
	ent2 = getentArray( "ziel2_target_ent", "targetname" );

	for( i = 0; i < scriptorg2.size; i++ )
		for( j=0; i < targeted2.size; j++ )
			for( n=0; n < ent2.size; n++ )
			{
				targeted2[j] linkto( scriptorg2[i] );
				scriptorg2[i] thread move();
				targeted2[j] thread follow( ent2[n] );
				ent2[n] thread target_hit( scriptorg2[i] );
			}
}
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Phoenix2012
General Member
Since: Mar 12, 2012
Posts: 5
Last: Mar 23, 2015
[view latest posts]
Level 0
Category: CoD Mapping
Posted: Monday, Apr. 23, 2012 12:22 am
Can you give me a prefab for Call of Duty United Offensive send? Unfortunately, I can hardly speak English.


MFG:Phoenix
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Phoenix2012
General Member
Since: Mar 12, 2012
Posts: 5
Last: Mar 23, 2015
[view latest posts]
Level 0
Category: CoD Mapping
Posted: Wednesday, Apr. 25, 2012 07:02 am
Is anyone willing to translate this to me in German? I have unfortunately no knowledge of English.

Sorry for my English spelling, it's Google translator

Please help.

PS: in apology I could not edit my post.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD Mapping
Posted: Thursday, Apr. 26, 2012 04:42 am
Here you go...

[... das script hat leider wieder den selben Fehler ausgespuckt ...]
In diesem Fall hast du die Entitäten in Radiant nicht verbunden, um Ziele zu erstellen:
In Radiant, wähle deine erste Entität aus, dann wähle die zweite aus und drücke Strg + K
Dies verbindet die erste mit der zweiten, und macht die zweite zum Ziel der ersten.

Jetzt wähle die zweite Entität erneut aus, dann die dritte und drücke wieder Strg + K. Dies macht die dritte Entität zum Ziel der zweiten, welche wiederum das Ziel der ersten ist.

Wenn das nicht klappt, gebe alle deinen Entitäten Zielnamen (targetname) und verarbeite diese eine nach der anderen mit einem Script. Beispiel:

Code:

setup_targets()
{
	// Liste aller Entitäten mit dem targetname "ziel1"
	scriptorg = getentArray( "ziel1", "targetname" );

	// ... und mit "ziel1_target"
	targeted = getentArray( "ziel1_target", "targetname" );

	// .. und mit "ziel1_target_ent"
	ent = getentArray( "ziel1_target_ent", "targetname" );

	for( i = 0; i < scriptorg.size; i++ )
		for( j=0; i < targeted.size; j++ )
			for( n=0; n < ent.size; n++ )
			{
				targeted[j] linkto( scriptorg[i] );
				scriptorg[i] thread move();
				targeted[j] thread follow( ent[n] );
				ent[n] thread target_hit( scriptorg[i] );
			}

	scriptorg2 = getentArray( "ziel2", "targetname" );
	targeted2 = getentArray( "ziel2_target", "targetname" );
	ent2 = getentArray( "ziel2_target_ent", "targetname" );

	for( i = 0; i < scriptorg2.size; i++ )
		for( j=0; i < targeted2.size; j++ )
			for( n=0; n < ent2.size; n++ )
			{
				targeted2[j] linkto( scriptorg2[i] );
				scriptorg2[i] thread move();
				targeted2[j] thread follow( ent2[n] );
				ent2[n] thread target_hit( scriptorg2[i] );
			}
}


Ich glaub ich würde es anders machen, aber naja. Probiers erstmal mit dem Strg + K!
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Phoenix2012
General Member
Since: Mar 12, 2012
Posts: 5
Last: Mar 23, 2015
[view latest posts]
Level 0
Category: CoD Mapping
Posted: Thursday, Apr. 26, 2012 07:50 am
Danke dir für deine hilfe,aber leider schaffe ich das örgendwie nicht,hast du eine einfache lösung für mich?
BSW wen es bei dir geht magst du mir eine Prefab mit dem Script schicken damit ich mir das mal anschauen kann?

edited on Apr. 26, 2012 08:00 am by Phoenix2012
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD Mapping
Posted: Thursday, Apr. 26, 2012 10:21 am
nein, eine einfache Lösung habe ich nicht, zudem kenn ich mich mit vCoD nicht aus. Was du da machen willst ist schon ziemlich anspruchsvoll, ohne scripting und radiant kenntnisse wirds sehr schwer wenn die angebotenen lösungen nicht funktionieren.

sorry, i don't have an easy solution for you.
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