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Topic: Triggers and FX |
| Flubber |
General Member Since: Jun 19, 2006 Posts: 51 Last: Jan 15, 2008 [view latest posts] |
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| FlesyM |
General Member Since: Jul 24, 2005 Posts: 399 Last: Jan 24, 2008 [view latest posts] |
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| Flubber |
General Member Since: Jun 19, 2006 Posts: 51 Last: Jan 15, 2008 [view latest posts] |
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| Flubber |
General Member Since: Jun 19, 2006 Posts: 51 Last: Jan 15, 2008 [view latest posts] |
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| FlesyM |
General Member Since: Jul 24, 2005 Posts: 399 Last: Jan 24, 2008 [view latest posts] |
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| Flubber |
General Member Since: Jun 19, 2006 Posts: 51 Last: Jan 15, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Thursday, Jul. 27, 2006 05:07 pm |
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ok, I just took a baby step I added my trigger n stuff, but my lamp isnt moving, here is my code.
Quote: main()
{
maps\mp\_load::main();
// set background ambient noise
ambientPlay("ambient_mp_zombie");
game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
}
door_rotate1()
{
door1 = getent("lantren", "targetname");
trig1 = getent("lantren_trigger1", "targetname");
while (1)
{
trig1 waittill("trigger");
door1 rotateYaw(0,390,2,2);
door1 waittill("rotatedone");
wait (0);
door1 rotateYaw(0,0,2,2);
door1 waittill("rotatedone");
}
} |
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| FlesyM |
General Member Since: Jul 24, 2005 Posts: 399 Last: Jan 24, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Thursday, Jul. 27, 2006 05:28 pm |
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i see .... well first thing I notice is the organisation of your script.
make a new .gsc file, name it "whatever". for the sake of the explanation, let's call it flubberLamp.gsc. put it in maps/mp, beside the mapname.gsc. that new gsc will be the lamp script.
in the mapname.gsc enter the following line right above the maps\mp\_load::main(); one :
maps\mp\flubberLamp::main();
this will start the lamp script when start your map.
in flubberLamp.gsc you will have :
main()
{
//whatever code
}
now please tell me you have C or Java basic knowledge or this will go nowhere ![[tongue]](images/BBCode/smilies/tongue.gif) |
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| FlesyM |
General Member Since: Jul 24, 2005 Posts: 399 Last: Jan 24, 2008 [view latest posts] |
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| Flubber |
General Member Since: Jun 19, 2006 Posts: 51 Last: Jan 15, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Thursday, Jul. 27, 2006 05:40 pm |
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Ohh ohhh ![[sad]](images/BBCode/smilies/sad.gif)
I did what you said now it wont run because ........
Quote: ******* script compile error *******
bad syntax: (file 'maps/mp/flubberlamp.gsc', line 4)
{
*
Here is my code now,
Zombie.gsc
Quote: main()
{
maps\mp\flubberlamp::main();
maps\mp\_load::main();
// set background ambient noise
ambientPlay("ambient_mp_zombie");
game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
}
flubberlamp.gsc
Quote: main()
{
flubberLamp main()
{
door1 = getent("lantren", "targetname");
trig1 = getent("lantren_trigger1", "targetname");
while (1)
{
trig1 waittill("trigger");
door1 rotateYaw(0,390,2,2);
door1 waittill("rotatedone");
wait (0);
door1 rotateYaw(0,0,2,2);
door1 waittill("rotatedone");
}
}
edited on Jul. 27, 2006 01:42 pm by Flubber |
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| Dibbes65 |
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General Member Since: Oct 3, 2005 Posts: 89 Last: May 25, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Thursday, Jul. 27, 2006 05:56 pm |
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make it like this:
main()
{
flubberLamp
door1 = getent("lantren", "targetname");
trig1 = getent("lantren_trigger1", "targetname");
while (1)
trig1 waittill("trigger");
door1 rotateYaw(0,390,2,2);
door1 waittill("rotatedone");
wait (0);
door1 rotateYaw(0,0,2,2);
door1 waittill("rotatedone");
}
I think that would do the job...I'm no exellent scripter, but i think it should work...
![[ohwell]](images/BBCode/smilies/ohwell.gif) |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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