Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 14 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Previous Page
subscribe
Author Topic: moving objects with a trigger!
getmapsfergy
General Member
Since: Mar 15, 2004
Posts: 42
Last: Mar 24, 2005
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Wednesday, Nov. 17, 2004 06:10 am
well azz and stryder...i got it working...well sort of!!!

the bridge now retracts...but it goes back to where it started! I used the .gsc from the tutorial on scripting...and changed the wait (4) to a higher number to make it take longer. But that's just not what I had in mind, i was looking to make it so that it won't re-extended until you press the trigger again...here's the .gsc any ideas? Looking at other scripts at the moment so i can try to figure it out!

Code:

main()
{
thread door_slider ();
}

door_slider ()
{
door = getent ("bridge", "targetname");
trig = getent ("bridge_move", "targetname");
while (1)
{
trig waittill ("trigger");
door moveY (400, 5, 0, 0.5);
door waittill ("movedone");
wait (120);
door moveY (-400, 5, 0, 0.5);
door waittill ("movedone");
}
}

Share |
Azz
General Member
Since: Jul 29, 2004
Posts: 901
Last: Aug 13, 2010
[view latest posts]
Level 7
Category: CoDUO Mapping
Posted: Wednesday, Nov. 17, 2004 10:14 am
Hi m8, glad to see you cracked it. Stryder is the man isnt he?
If you want the bridge to stay extended till the trigger is actioned just remove the wait (120); line and replace it with a copy of the trig waitill ("trigger"); line

I think thats what your after but may be wrong.

Cheers A [casanova]
Share |
getmapsfergy
General Member
Since: Mar 15, 2004
Posts: 42
Last: Mar 24, 2005
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Wednesday, Nov. 17, 2004 09:36 pm
i will try that...once i reinstall COD and UO...last night right after i got it moving..when i was compiling...i went to rename Call of Duty to Game to finish the compile process, and accidently deleted the Call of Duty files. So...I'll let you know if that works once i re-install...thanks for the help Azz and Styder...you guys rock!!!!
Share |
getmapsfergy
General Member
Since: Mar 15, 2004
Posts: 42
Last: Mar 24, 2005
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Wednesday, Nov. 17, 2004 11:53 pm
okay i got it working the way i want it now...yahoo!!!! Now i just have to figure out how to make it make noise when it moves...(almost got that down i think), and how to make the switch animate from the down position to the up position and vise versa! You know how they look if you play the CNQ mode of play from After-Hourz. ANy ideas on where to find this info out?

Thanks for all your help guys!
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: CoDUO Mapping
Posted: Friday, Nov. 19, 2004 01:44 am
ok - here is the sample i said i would get out http://www.modsonline.com/Downloads-full-2337.html

it is nothing special...but hey - it should get the idea across

as for sound...take a look at the elevator in mp tutorial here it walks you through adding sounds - just keep in mind that UO may require you to have a second sound csv

animations....ehrm...i havent seen the mod, so i dont know whther it is an actual animation or simply replacing the model with a swith in the on position to a switch in the off position...
if it is a simple model replacement - then ya...easy as pie....animations...well....thats BR3NT's speciality [angryalien]
Share |
getmapsfergy
General Member
Since: Mar 15, 2004
Posts: 42
Last: Mar 24, 2005
[view latest posts]
Level 2
Category: CoDUO Mapping
Posted: Friday, Nov. 19, 2004 05:25 am
okay well get this...i'm the world's biggest idiot....after spending months on this map, and days getting this bridge to move...what do you know I go and delete the whole directory with all my map files :-( How i do this...accediently when i went to move the back-up files to a safe location off this computer...when to hit copy, and hit delete by accident. I know I know i should have used the recyclebin but I always forget to empty it, and don't wanna have the misses finding the porn in it :-) Well thank you Styder, AZZ, and everyone else who has helped me figure some of this scripting stuff out! I guess this time i'll just go for even bigger challenges! Anyone know how to put a satellite in space? Looking for help here!!!! J/k Thanks everyone!!!!

[MC]Fergy
Share |
Restricted Access Topic is Locked
Page
Previous Page
subscribe
MODSonline.com Forums : Call of Duty : CoDUO Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»