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Topic: HQ problem. More than scripting? |
| darkdemon58 |
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General Member Since: May 4, 2006 Posts: 117 Last: Jun 14, 2007 [view latest posts] |
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Category: CoD2 Scripting Posted: Saturday, Aug. 26, 2006 12:48 am |
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Ok, well on the last step of my problems and map. I am getting an error that i have tryed many things, but cant get it to work still. So here is my gsc, and after is my error that it says
Quote: main() {
maps\mp\_load::main();
///ambient sounds
setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_deltaforcedocks");
}
if(getcvar("g_gametype") == "hq")
{
level.radio = [];
level.radio[0] = spawn("script_model", (-1111, -178, 83));
level.radio[0].angles = (0, 250, 0);
level.radio[1] = spawn("script_model", (-1374, -121, 198));
level.radio[1].angles = (0, 270, 0);
level.radio[2] = spawn("script_model", (132, 404, 7));
level.radio[2].angles = (0, 270, 0);
level.radio[3] = spawn("script_model", (-127.429, 5182.76, 0));
level.radio[3].angles = (0, 239, 0);
level.radio[4] = spawn("script_model", (-1799, 3787, 18));
level.radio[4].angles = (0, 269, 0);
level.radio[5] = spawn("script_model", (1809, 1050, 57));
level.radio[5].angles = (0, 250, 0);
level.radio[6] = spawn("script_model", (2915, 3871, 48));
level.radio[6].angles = (0, 90, 0);
level.radio[7] = spawn("script_model", (-2648.19, 5027.67, 0));
level.radio[7].angles = (0, 269, 0);
level.radio[8] = spawn("script_model", (-1516.16, 1829.36, -47));
level.radio[8].angles = (0, 136, 0);
}
}
thread door1_rotate();
thread door2_rotate();
thread door3_rotate();
thread door4_rotate();
door1_rotate()
{
door1 = getent("door1", "targetname");
trig = getent("door_trigger1", "targetname");
while (1)
{
trig waittill("trigger");
door1 rotateYaw(90, 1.5, 0.7, 0.7);
door1 waittill("rotatedone");
wait (3);
door1 rotateYaw(-90, 1.5, 0.7, 0.7);
door1 waittill("rotatedone");
}
}
door2_rotate()
{
door2 = getent("door2", "targetname");
trig = getent("door_trigger2", "targetname");
while (1)
{
trig waittill("trigger");
door2 rotateYaw(90, 1.5, 0.7, 0.7);
door2 waittill("rotatedone");
wait (3);
door2 rotateYaw(-90, 1.5, 0.7, 0.7);
door2 waittill("rotatedone");
}
}
door3_rotate()
{
door3 = getent("door3", "targetname");
trig = getent("door_trigger3", "targetname");
while (1)
{
trig waittill("trigger");
door3 rotateYaw(90, 1.5, 0.7, 0.7);
door3 waittill("rotatedone");
wait (3);
door3 rotateYaw(-90, 1.5, 0.7, 0.7);
door3 waittill("rotatedone");
}
}
door4_rotate()
{
door4 = getent("door4", "targetname");
trig = getent("door_trigger4", "targetname");
while (1)
{
trig waittill("trigger");
door4 rotateYaw(90, 1.5, 0.7, 0.7);
door4 waittill("rotatedone");
wait (3);
door4 rotateYaw(-90, 1.5, 0.7, 0.7);
door4 waittill("rotatedone");
}
}
Quote: ******* script compile error *******
bad syntax: (file 'maps/mp/mp_deltaforcedocks.gsc', line 9)
if(getcvar("g_gametype") == "hq")
so if im seeing it right, its saying that HQ doesnt work. From what i read, it looked like i didnt need to add anything to my radiant part for HQ to work, just add that scripting above. So is there actually something else i need to add to get it to work? or maybe my scripting is wrong? |
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| Senator |
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General Member Since: Mar 27, 2004 Posts: 61 Last: Feb 10, 2008 [view latest posts] |
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| P.C.Invasion |
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General Member Since: Mar 22, 2005 Posts: 700 Last: Oct 21, 2013 [view latest posts] |
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| darkdemon58 |
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General Member Since: May 4, 2006 Posts: 117 Last: Jun 14, 2007 [view latest posts] |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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| darkdemon58 |
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General Member Since: May 4, 2006 Posts: 117 Last: Jun 14, 2007 [view latest posts] |
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| veef |
General Member Since: Apr 25, 2006 Posts: 1258 Last: Aug 29, 2006 [view latest posts] |
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Category: CoD2 Scripting Posted: Saturday, Aug. 26, 2006 06:04 am |
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darkdemon58 writes...Quote: Thanks stryder, that was right on that part. Now its saying my issue is in the "thread door1_rotate();" line ...it worked before when i had it like this i thought. i dont need to add this to the main also do i? Yes
thread door1_rotate();
thread door2_rotate();
thread door3_rotate();
thread door4_rotate();
all need to be inside the main function. |
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| darkdemon58 |
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General Member Since: May 4, 2006 Posts: 117 Last: Jun 14, 2007 [view latest posts] |
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| darkdemon58 |
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General Member Since: May 4, 2006 Posts: 117 Last: Jun 14, 2007 [view latest posts] |
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Category: CoD2 Scripting Posted: Saturday, Aug. 26, 2006 07:22 pm |
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ok i added it inside the main brackets ( i think this is inside the main) heres what it looks like.
Quote: main() {
maps\mp\_load::main();
///ambient sounds
setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_deltaforcedocks");
if(getcvar("g_gametype") == "hq")
{
level.radio = [];
level.radio[0] = spawn("script_model", (-1111, -178, 83));
level.radio[0].angles = (0, 250, 0);
level.radio[1] = spawn("script_model", (-1374, -121, 198));
level.radio[1].angles = (0, 270, 0);
level.radio[2] = spawn("script_model", (132, 404, 7));
level.radio[2].angles = (0, 270, 0);
level.radio[3] = spawn("script_model", (-127.429, 5182.76, 0));
level.radio[3].angles = (0, 239, 0);
level.radio[4] = spawn("script_model", (-1799, 3787, 18));
level.radio[4].angles = (0, 269, 0);
level.radio[5] = spawn("script_model", (1809, 1050, 57));
level.radio[5].angles = (0, 250, 0);
level.radio[6] = spawn("script_model", (2915, 3871, 48));
level.radio[6].angles = (0, 90, 0);
level.radio[7] = spawn("script_model", (-2648.19, 5027.67, 0));
level.radio[7].angles = (0, 269, 0);
level.radio[8] = spawn("script_model", (-1516.16, 1829.36, -47));
level.radio[8].angles = (0, 136, 0);
}
thread door1_rotate();
thread door2_rotate();
thread door3_rotate();
thread door4_rotate();
}
door1_rotate()
{
door1 = getent("door1", "targetname");
trig = getent("door_trigger1", "targetname");
while (1)
{
trig waittill("trigger");
door1 rotateYaw(90, 1.5, 0.7, 0.7);
door1 waittill("rotatedone");
wait (3);
door1 rotateYaw(-90, 1.5, 0.7, 0.7);
door1 waittill("rotatedone");
}
}
door2_rotate()
{
door2 = getent("door2", "targetname");
trig = getent("door_trigger2", "targetname");
while (1)
{
trig waittill("trigger");
door2 rotateYaw(90, 1.5, 0.7, 0.7);
door2 waittill("rotatedone");
wait (3);
door2 rotateYaw(-90, 1.5, 0.7, 0.7);
door2 waittill("rotatedone");
}
}
door3_rotate()
{
door3 = getent("door3", "targetname");
trig = getent("door_trigger3", "targetname");
while (1)
{
trig waittill("trigger");
door3 rotateYaw(90, 1.5, 0.7, 0.7);
door3 waittill("rotatedone");
wait (3);
door3 rotateYaw(-90, 1.5, 0.7, 0.7);
door3 waittill("rotatedone");
}
}
door4_rotate()
{
door4 = getent("door4", "targetname");
trig = getent("door_trigger4", "targetname");
while (1)
{
trig waittill("trigger");
door4 rotateYaw(90, 1.5, 0.7, 0.7);
door4 waittill("rotatedone");
wait (3);
door4 rotateYaw(-90, 1.5, 0.7, 0.7);
door4 waittill("rotatedone");
}
}
before the thread door1_rotate thing, do i need to take out some brackets or something? i did some testing with adding brackets and taking some away, but didnt work out too well for me. (just letting ya know that i do try to solve before i come and ask :D, since ive had quite a few problems with this)
Quote: btw, its still staying the error is at the thread door1_rotate
edited on Aug. 26, 2006 03:30 pm by darkdemon58 |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoD2 Scripting Posted: Saturday, Aug. 26, 2006 07:52 pm |
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ok - firstly let's look at what you are trying to accomplish...as i see multiple possibilities for your problems
you are trying to get hq to work, and at the same time you are trying to get your scripted doors to work...for troubleshooting issues, let's do it this way
create another .gsc file in /maps/mp/ called my_doors.gsc
in that .gsc put this code (note this is your code)
Code: main () {
thread door1_rotate();
thread door2_rotate();
thread door3_rotate();
thread door4_rotate();
}
door1_rotate()
{
door1 = getent("door1", "targetname");
trig = getent("door_trigger1", "targetname");
while (1)
{
trig waittill("trigger");
door1 rotateYaw(90, 1.5, 0.7, 0.7);
door1 waittill("rotatedone");
wait (3);
door1 rotateYaw(-90, 1.5, 0.7, 0.7);
door1 waittill("rotatedone");
}
}
door2_rotate()
{
door2 = getent("door2", "targetname");
trig = getent("door_trigger2", "targetname");
while (1)
{
trig waittill("trigger");
door2 rotateYaw(90, 1.5, 0.7, 0.7);
door2 waittill("rotatedone");
wait (3);
door2 rotateYaw(-90, 1.5, 0.7, 0.7);
door2 waittill("rotatedone");
}
}
door3_rotate()
{
door3 = getent("door3", "targetname");
trig = getent("door_trigger3", "targetname");
while (1)
{
trig waittill("trigger");
door3 rotateYaw(90, 1.5, 0.7, 0.7);
door3 waittill("rotatedone");
wait (3);
door3 rotateYaw(-90, 1.5, 0.7, 0.7);
door3 waittill("rotatedone");
}
}
door4_rotate()
{
door4 = getent("door4", "targetname");
trig = getent("door_trigger4", "targetname");
while (1)
{
trig waittill("trigger");
door4 rotateYaw(90, 1.5, 0.7, 0.7);
door4 waittill("rotatedone");
wait (3);
door4 rotateYaw(-90, 1.5, 0.7, 0.7);
door4 waittill("rotatedone");
}
}
now, lets edit your_mapname.gsc to load your new .gsc as well as place some missing lines of code for the gametype in it
Code: main() {
maps\mp\_load::main();
maps\mp\my_doors::main(); // this loads your door scripts
game["allies"] = "american"; // this is a level script requirement for the hq gametype
game["axis"] = "german"; // this is a level script requirement for the hq gametype
/* more information can be found by viewing the .gsc for any gametype in the 1w_07.iwd maps/mp/gametypes folder*/
///ambient sounds
setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_deltaforcedocks");
if(getcvar("g_gametype") == "hq")
{
level.radio = [];
level.radio[0] = spawn("script_model", (-1111, -178, 83));
level.radio[0].angles = (0, 250, 0);
level.radio[1] = spawn("script_model", (-1374, -121, 198));
level.radio[1].angles = (0, 270, 0);
level.radio[2] = spawn("script_model", (132, 404, 7));
level.radio[2].angles = (0, 270, 0);
level.radio[3] = spawn("script_model", (-127.429, 5182.76, 0));
level.radio[3].angles = (0, 239, 0);
level.radio[4] = spawn("script_model", (-1799, 3787, 18));
level.radio[4].angles = (0, 269, 0);
level.radio[5] = spawn("script_model", (1809, 1050, 57));
level.radio[5].angles = (0, 250, 0);
level.radio[6] = spawn("script_model", (2915, 3871, 48));
level.radio[6].angles = (0, 90, 0);
level.radio[7] = spawn("script_model", (-2648.19, 5027.67, 0));
level.radio[7].angles = (0, 269, 0);
level.radio[8] = spawn("script_model", (-1516.16, 1829.36, -47));
level.radio[8].angles = (0, 136, 0);
}
}
load your map in developer 1 and report back any errors
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