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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: HQ problem. More than scripting?
darkdemon58
General Member
Since: May 4, 2006
Posts: 117
Last: Jun 14, 2007
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Saturday, Aug. 26, 2006 12:48 am
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
General Member
Since: Mar 27, 2004
Posts: 61
Last: Feb 10, 2008
[view latest posts]
Level 3
Category: CoD2 Scripting
Posted: Saturday, Aug. 26, 2006 02:28 am
if(getcvar("g_gametype") == "hq");
im guessing it needs one of these, not too sure [jumping]
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P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 700
Last: Oct 21, 2013
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Saturday, Aug. 26, 2006 04:08 am
I count too many curly brackets:

level.radio[8].angles = (0, 136, 0);
}
}
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darkdemon58
General Member
Since: May 4, 2006
Posts: 117
Last: Jun 14, 2007
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Saturday, Aug. 26, 2006 05:27 am
hmm ok thanks a lot guys. Ill try both of those. Caught an extra bracket earlier, but guess i skipped one:)
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD2 Scripting
Posted: Saturday, Aug. 26, 2006 05:28 am
the hq information needs to be inside of the main braces set

[angryalien]
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darkdemon58
General Member
Since: May 4, 2006
Posts: 117
Last: Jun 14, 2007
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Saturday, Aug. 26, 2006 05:58 am
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?
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veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Saturday, Aug. 26, 2006 06:04 am
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
General Member
Since: May 4, 2006
Posts: 117
Last: Jun 14, 2007
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Saturday, Aug. 26, 2006 06:07 am
ahh ok. ill have to enter that in and everything SHOULD be correct. Starting to get to know pretty much the basics of the scripting parts, but still have lots to learn. Will get the hang of it eventually. Thanks though
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darkdemon58
General Member
Since: May 4, 2006
Posts: 117
Last: Jun 14, 2007
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Saturday, Aug. 26, 2006 07:22 pm
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
Share |
StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD2 Scripting
Posted: Saturday, Aug. 26, 2006 07:52 pm
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

[angryalien]
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