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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: active/inactive trigger
kalieck
General Member
Since: Aug 9, 2006
Posts: 161
Last: Feb 14, 2009
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Sunday, Jul. 27, 2008 05:40 pm
hey guys!

Is it possible (is there any command) to inactive/active a trigger ... cause my problem is that i have a elevator with some floors and if you hit 2 or more bottoms at the same time it causes problems ... so i want to inactive all the other triggers once a bottom was pressed.

hope you can help me ... kAl
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kalieck
General Member
Since: Aug 9, 2006
Posts: 161
Last: Feb 14, 2009
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Monday, Jul. 28, 2008 10:18 am
[confused][confused][confused]
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soulwax
General Member
Since: Nov 14, 2005
Posts: 255
Last: Jul 28, 2008
[view latest posts]
Level 5
Category: CoD2 Scripting
Posted: Monday, Jul. 28, 2008 10:52 am
trig triggeroff();
trig triggeron();

[thumbs_up]
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Monday, Jul. 28, 2008 11:50 am
also add

Code:

triggeroff()
{
	if(!isdefined(self.realOrigin))
		self.realOrigin = self.origin;

	if(self.origin == self.realorigin)
		self.origin += (0, 0, -10000);
}

triggeron()
{
	if(isDefined(self.realOrigin))
		self.origin = self.realOrigin;
}


somewhere in the gsc
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soulwax
General Member
Since: Nov 14, 2005
Posts: 255
Last: Jul 28, 2008
[view latest posts]
Level 5
Category: CoD2 Scripting
Posted: Monday, Jul. 28, 2008 11:56 am
well, you don't need that in sp. But it's probably for mp and i don't know much of mp scripting so.. [thumbs_up]
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kalieck
General Member
Since: Aug 9, 2006
Posts: 161
Last: Feb 14, 2009
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Monday, Jul. 28, 2008 12:00 pm
hmm it doesn´t works for me ... isn´t that right?

Code:
main()
{
maps\mp\_load::main();
thread elevator_up();
thread elevator_down();
}

elevator_up()
{
elevator = getent("elevator","targetname");
up = getent("up","targetname");
door1_a = getent("door1_a","targetname");
door1_b = getent("door1_b","targetname");
door2_a = getent("door2_a","targetname");
door2_b = getent("door2_b","targetname");

triggeroff()
{
	if(!isdefined(self.realOrigin))
		self.realOrigin = self.origin;

	if(self.origin == self.realorigin)
		self.origin += (0, 0, -10000);
}

triggeron()
{
	if(isDefined(self.realOrigin))
		self.origin = self.realOrigin;
}

while(1)
{
up waittill ("trigger");
down triggeroff();
elevator moveto ((0, 0, 0), 5, 1, 1);
elevator waittill ("movedone");
door1_a moveY (-8,2,0.5,0.5);
door1_b moveY (-8,2,0.5,0.5);
wait 2;
door1_a moveX (-64,3,1,1);
door1_b moveX (64,3,1,1);
wait 4;
door1_a moveX (64,3,1,1);
door1_b moveX (-64,3,1,1);
wait 3;
door1_a moveY (8,2,0.5,0.5);
door1_b moveY (8,2,0.5,0.5);
elevator moveto ((0, 0, 120), 5, 1, 1);
elevator waittill ("movedone");
door2_a moveY (-8,2,0.5,0.5);
door2_b moveY (-8,2,0.5,0.5);
wait 2;
door2_a moveX (-64,3,1,1);
door2_b moveX (64,3,1,1);
wait 4;
door2_a moveX (64,3,1,1);
door2_b moveX (-64,3,1,1);
wait 3;
door2_a moveY (8,2,0.5,0.5);
door2_b moveY (8,2,0.5,0.5);
down triggeron();
}
}

elevator_down()
{
elevator = getent("elevator","targetname");
down = getent("down","targetname");
door1_a = getent("door1_a","targetname");
door1_b = getent("door1_b","targetname");
door2_a = getent("door2_a","targetname");
door2_b = getent("door2_b","targetname");

triggeroff()
{
	if(!isdefined(self.realOrigin))
		self.realOrigin = self.origin;

	if(self.origin == self.realorigin)
		self.origin += (0, 0, -10000);
}

triggeron()
{
	if(isDefined(self.realOrigin))
		self.origin = self.realOrigin;
}

while(1)
{
down waittill ("trigger");
up triggeroff();
elevator moveto ((0, 0, 120), 5, 1, 1);
elevator waittill ("movedone");
door2_a moveY (-8,2,0.5,0.5);
door2_b moveY (-8,2,0.5,0.5);
wait 2;
door2_a moveX (-64,3,1,1);
door2_b moveX (64,3,1,1);
wait 4;
door2_a moveX (64,3,1,1);
door2_b moveX (-64,3,1,1);
wait 3;
door2_a moveY (8,2,0.5,0.5);
door2_b moveY (8,2,0.5,0.5);
elevator moveto ((0, 0, 0), 5, 1, 1);
elevator waittill ("movedone");
door1_a moveY (-8,2,0.5,0.5);
door1_b moveY (-8,2,0.5,0.5);
wait 2;
door1_a moveX (-64,3,1,1);
door1_b moveX (64,3,1,1);
wait 4;
door1_a moveX (64,3,1,1);
door1_b moveX (-64,3,1,1);
wait 3;
door1_a moveY (8,2,0.5,0.5);
door1_b moveY (8,2,0.5,0.5);
up triggeron();
}
}
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Tuesday, Jul. 29, 2008 11:05 am
the reason it works in SP is probably cuz you have
#include maps\_utility;
at the top of the gsc


@ kalieck

Code:

main()
{
maps\mp\_load::main();
thread elevator_up();
thread elevator_down();
}

elevator_up()
{
elevator = getent("elevator","targetname");
up = getent("up","targetname");
door1_a = getent("door1_a","targetname");
door1_b = getent("door1_b","targetname");
door2_a = getent("door2_a","targetname");
door2_b = getent("door2_b","targetname");

while(1)
{
up waittill ("trigger");
down triggeroff();
elevator moveto ((0, 0, 0), 5, 1, 1);
elevator waittill ("movedone");
door1_a moveY (-8,2,0.5,0.5);
door1_b moveY (-8,2,0.5,0.5);
wait 2;
door1_a moveX (-64,3,1,1);
door1_b moveX (64,3,1,1);
wait 4;
door1_a moveX (64,3,1,1);
door1_b moveX (-64,3,1,1);
wait 3;
door1_a moveY (8,2,0.5,0.5);
door1_b moveY (8,2,0.5,0.5);
elevator moveto ((0, 0, 120), 5, 1, 1);
elevator waittill ("movedone");
door2_a moveY (-8,2,0.5,0.5);
door2_b moveY (-8,2,0.5,0.5);
wait 2;
door2_a moveX (-64,3,1,1);
door2_b moveX (64,3,1,1);
wait 4;
door2_a moveX (64,3,1,1);
door2_b moveX (-64,3,1,1);
wait 3;
door2_a moveY (8,2,0.5,0.5);
door2_b moveY (8,2,0.5,0.5);
down triggeron();
}
}

elevator_down()
{
elevator = getent("elevator","targetname");
down = getent("down","targetname");
door1_a = getent("door1_a","targetname");
door1_b = getent("door1_b","targetname");
door2_a = getent("door2_a","targetname");
door2_b = getent("door2_b","targetname");

while(1)
{
down waittill ("trigger");
up triggeroff();
elevator moveto ((0, 0, 120), 5, 1, 1);
elevator waittill ("movedone");
door2_a moveY (-8,2,0.5,0.5);
door2_b moveY (-8,2,0.5,0.5);
wait 2;
door2_a moveX (-64,3,1,1);
door2_b moveX (64,3,1,1);
wait 4;
door2_a moveX (64,3,1,1);
door2_b moveX (-64,3,1,1);
wait 3;
door2_a moveY (8,2,0.5,0.5);
door2_b moveY (8,2,0.5,0.5);
elevator moveto ((0, 0, 0), 5, 1, 1);
elevator waittill ("movedone");
door1_a moveY (-8,2,0.5,0.5);
door1_b moveY (-8,2,0.5,0.5);
wait 2;
door1_a moveX (-64,3,1,1);
door1_b moveX (64,3,1,1);
wait 4;
door1_a moveX (64,3,1,1);
door1_b moveX (-64,3,1,1);
wait 3;
door1_a moveY (8,2,0.5,0.5);
door1_b moveY (8,2,0.5,0.5);
up triggeron();
}
}

triggeroff()
{
	if(!isdefined(self.realOrigin))
		self.realOrigin = self.origin;

	if(self.origin == self.realorigin)
		self.origin += (0, 0, -10000);
}

triggeron()
{
	if(isDefined(self.realOrigin))
		self.origin = self.realOrigin;
}
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kalieck
General Member
Since: Aug 9, 2006
Posts: 161
Last: Feb 14, 2009
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Tuesday, Jul. 29, 2008 02:10 pm
******* script compile error *******
uninitialised variable 'down': (file 'maps/mp/mp_kal3.gsc', line 20)
down triggeroff();
*
************************************
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 Scripting
Posted: Tuesday, Jul. 29, 2008 02:23 pm
It looks like your script is trying to use 'down triggeroff();' before you have defined what 'down' is. Try getting the entity if for 'down' during the ''elevator_up();'' thread.
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kalieck
General Member
Since: Aug 9, 2006
Posts: 161
Last: Feb 14, 2009
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Wednesday, Jul. 30, 2008 05:45 pm
hmm didn´t work :/

******* script compile error *******
uninitialised variable 'down': (file 'maps/mp/mp_kal3.gsc', line 35)
down triggeroff();
*
************************************

Code:
main()
{
maps\mp\_load::main();
thread elevator_up();
thread elevator_down();
}

triggeroff()
{
	if(!isdefined(self.realOrigin))
		self.realOrigin = self.origin;

	if(self.origin == self.realorigin)
		self.origin += (0, 0, -10000);
}

triggeron()
{
	if(isDefined(self.realOrigin))
		self.origin = self.realOrigin;
}

elevator_up()
{
elevator = getent("elevator","targetname");
up = getent("up","targetname");
door1_a = getent("door1_a","targetname");
door1_b = getent("door1_b","targetname");
door2_a = getent("door2_a","targetname");
door2_b = getent("door2_b","targetname");

while(1)
{
up waittill ("trigger");
down triggeroff();
elevator moveto ((0, 0, 0), 5, 1, 1);
elevator waittill ("movedone");
door1_a moveY (-8,2,0.5,0.5);
door1_b moveY (-8,2,0.5,0.5);
wait 2;
door1_a moveX (-64,3,1,1);
door1_b moveX (64,3,1,1);
wait 4;
door1_a moveX (64,3,1,1);
door1_b moveX (-64,3,1,1);
wait 3;
door1_a moveY (8,2,0.5,0.5);
door1_b moveY (8,2,0.5,0.5);
elevator moveto ((0, 0, 120), 5, 1, 1);
elevator waittill ("movedone");
door2_a moveY (-8,2,0.5,0.5);
door2_b moveY (-8,2,0.5,0.5);
wait 2;
door2_a moveX (-64,3,1,1);
door2_b moveX (64,3,1,1);
wait 4;
door2_a moveX (64,3,1,1);
door2_b moveX (-64,3,1,1);
wait 3;
door2_a moveY (8,2,0.5,0.5);
door2_b moveY (8,2,0.5,0.5);
down triggeron();
}
}

elevator_down()
{
elevator = getent("elevator","targetname");
down = getent("down","targetname");
door1_a = getent("door1_a","targetname");
door1_b = getent("door1_b","targetname");
door2_a = getent("door2_a","targetname");
door2_b = getent("door2_b","targetname");

while(1)
{
down waittill ("trigger");
up triggeroff();
elevator moveto ((0, 0, 120), 5, 1, 1);
elevator waittill ("movedone");
door2_a moveY (-8,2,0.5,0.5);
door2_b moveY (-8,2,0.5,0.5);
wait 2;
door2_a moveX (-64,3,1,1);
door2_b moveX (64,3,1,1);
wait 4;
door2_a moveX (64,3,1,1);
door2_b moveX (-64,3,1,1);
wait 3;
door2_a moveY (8,2,0.5,0.5);
door2_b moveY (8,2,0.5,0.5);
elevator moveto ((0, 0, 0), 5, 1, 1);
elevator waittill ("movedone");
door1_a moveY (-8,2,0.5,0.5);
door1_b moveY (-8,2,0.5,0.5);
wait 2;
door1_a moveX (-64,3,1,1);
door1_b moveX (64,3,1,1);
wait 4;
door1_a moveX (64,3,1,1);
door1_b moveX (-64,3,1,1);
wait 3;
door1_a moveY (8,2,0.5,0.5);
door1_b moveY (8,2,0.5,0.5);
up triggeron();
}
}
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