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Topic: SP Objectives & AI spawning. |
| 65kawasaki |
General Member Since: Nov 15, 2013 Posts: 73 Last: Sep 19, 2017 [view latest posts] |
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| 65kawasaki |
General Member Since: Nov 15, 2013 Posts: 73 Last: Sep 19, 2017 [view latest posts] |
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Category: CoD2 SP Mapping Posted: Friday, Oct. 17, 2014 04:35 pm |
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Should i write something in weapon (panzerschreck ) entity window ?
I wrote there Key: targetname
Value: obj2
Is there something else that i must write in ? ![[confused]](images/BBCode/smilies/confused.gif) |
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| antonio.horvatovic0 |
General Member Since: Jan 31, 2014 Posts: 225 Last: Jul 14, 2017 [view latest posts] |
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| 65kawasaki |
General Member Since: Nov 15, 2013 Posts: 73 Last: Sep 19, 2017 [view latest posts] |
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Category: CoD2 SP Mapping Posted: Friday, Oct. 17, 2014 05:36 pm |
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Thanks , it works ![[casanova]](images/BBCode/smilies/casanova.gif)
But now another "error"
When i get new objective = Get a Panzerschreck. it right writes me objective completed ( i dont get the panzerschreck ).
It dont wait till i have the panzerschreck.
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| antonio.horvatovic0 |
General Member Since: Jan 31, 2014 Posts: 225 Last: Jul 14, 2017 [view latest posts] |
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| 65kawasaki |
General Member Since: Nov 15, 2013 Posts: 73 Last: Sep 19, 2017 [view latest posts] |
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Category: CoD2 SP Mapping Posted: Friday, Oct. 17, 2014 06:40 pm |
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obj2()
{
obj2 = getent("obj2","targetname");
objective_add(2,"active",&"NOYERS_NOYERS_PANZERSCHRECK",( -665, -22, 45));
objective_current(2);
obj2 waittill (!level.player hasweapon("panzerschreck"));
objective_state(2,"done");
obj2 delete();
}
This is the whole script for this Objective ...
It dont wait till i get the Panzerschreck. ![[lol]](images/BBCode/smilies/lol.gif)
Btw ... the timer is working
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| antonio.horvatovic0 |
General Member Since: Jan 31, 2014 Posts: 225 Last: Jul 14, 2017 [view latest posts] |
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| antonio.horvatovic0 |
General Member Since: Jan 31, 2014 Posts: 225 Last: Jul 14, 2017 [view latest posts] |
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| 65kawasaki |
General Member Since: Nov 15, 2013 Posts: 73 Last: Sep 19, 2017 [view latest posts] |
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Category: CoD2 SP Mapping Posted: Friday, Oct. 17, 2014 06:52 pm |
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No, it don´t work ...
Here is the script
#include maps\_utility;
#include maps\_anim;
#using_animtree("generic_human");
main() // Hlavni torzo skriptu
{
maps\_load::main(); // Spousti dulezite funkce pro beh SP mapy
maps\noyers_fx::main();
ambientPlay("ambient_noyers");
thread setupplayer(); // Spusteni nastaveni hrace
thread obj1();
////PRECACHE////
precacheshader("black"); // Nacteni cerne obrazovky
precacheString(&"NOYERS_INTRO_1"); // Titulek (nazev) mapy (napr. Ani krok zpet)
precacheString(&"NOYERS_INTRO_2"); // Misto, kde se mapa odehrava (napr. Rusko)
precacheString(&"NOYERS_INTRO_3"); // Cas, kdy se mapa odehrava (napr. September 1942)
precacheString(&"NOYERS_INTRO_4");
precacheModel( "xmodel/weapon_panzerschreck" );
preCacheItem( "panzerschreck" );
precachestring( &"NOYERS_NOYERS_DEFEND1" );
precachestring( &"NOYERS_NOYERS_PANZERSCHRECK" );
// Timto prikazem se nastavi uvodni obrazovka po nacteni mapy
maps\_introscreen::introscreen_delay(&"NOYERS_INTRO_1", &"NOYERS_INTRO_2", &"NOYERS_INTRO_3", &"NOYERS_INTRO_4");
}
setupplayer() // Nastaveni hrace
{
level.player takeallweapons(); // Sebrani vsech zbrani (pokud se hrala predtim nejaka jina mapa)
level.player giveWeapon("binoculars");
level.player giveWeapon("m1garand"); // Primarni zbran
level.player giveWeapon("colt"); // Sekundarni zbran
level.player giveWeapon("mk1britishfrag"); // Rucni granat
level.player giveWeapon("smoke_grenade_american"); // Dymovy granat
level.player switchToWeapon("m1garand"); // Prepnuti primarni zbrane do ruky
level.player switchToOffhand("mk1britishfrag"); // Nastaveni aktivniho granatu
}
obj1()
{
obj1 = getent("obj1","targetname");
objective_add(1,"active",&"NOYERS_NOYERS_DEFEND1",(-544, -320, 32));
objective_current(1);
level.hudTimerIndex = 20;
level.timer = newHudElem();
level.timer.alignX = "left";
level.timer.alignY = "middle";
level.timer.horzAlign = "right";
level.timer.vertAlign = "top";
if(level.xenon)
{
level.timer.fontScale = 2;
level.timer.x = -225;
}
else
{
level.timer.fontScale = 1.6;
level.timer.x = -180;
}
level.timer.y = 100;
level.timer.label = &"NOYERS_DEFEND_TIMER";//You need to define this in your LOCALIZEDSTRINGS
level.timer setTimer(20);
wait (20);
level.timer destroy();
objective_state(1,"done");
obj1 delete();
wait(2);
thread obj2();
}
obj2()
{
obj2 = getent("obj2","targetname");
objective_add(2,"active",&"NOYERS_NOYERS_PANZERSCHRECK",( -665, -22, 45));
objective_current(2);
obj2 waittill (!level.player hasweapon("panzerschreck"));
objective_state(2,"done");
obj2 delete();
}
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| antonio.horvatovic0 |
General Member Since: Jan 31, 2014 Posts: 225 Last: Jul 14, 2017 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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