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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: Elevator issues (sorry, it's another one)
Carrottop
General Member
Since: Feb 10, 2009
Posts: 14
Last: Feb 20, 2009
[view latest posts]
Level 1
Category: CoD2 Scripting
Posted: Friday, Feb. 20, 2009 10:08 pm
Thanks everyone, I'm going to try the thing Pedro put in and see what happens.
BTW, I have a legit .gsc file, I already ran into that problem earlier on [lol]
Thanks again,
Carrottop
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Carrottop
General Member
Since: Feb 10, 2009
Posts: 14
Last: Feb 20, 2009
[view latest posts]
Level 1
Category: CoD2 Scripting
Posted: Friday, Feb. 20, 2009 10:51 pm
okay pedro, what if nothing different happens? lol
this is so CONFUSING!!!
okay, here is what i have in my main\maps\mp\ folder:
mp_"my_map_name".d3dbsp (minus quotes)
mp_"my_map_name".gsc (minus quotes)
mp_elevator.gsc
teleporters.gsc (my teleporters work perfectly [ohwell])

here is what is in my mp_.gsc:
Code:
main()
{
	maps\mp\_load::main();
	maps\mp\teleporters::main(); 
	maps\mp\mp_elevator::main();

	game["allies"] = "american";
	game["axis"] = "german";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["american_soldiertype"] = "normandy";
	game["german_soldiertype"] = "normandy";
}


here is what is in my mp_elevator.gsc (courtesy of pedro):
Code:
main()
{
   thread elevator();
}

elevator()
{
   elevator=getent("elevator","targetname");
   trig=getent("trig_elevator","targetname");
   
   while(1) // this is just a test loop
   {
      iprintln("^3Elevator Script Looping");
   
      if(!isdefined(elevator)) iprintln("^1Elevator Not defined - check radiant!");
   
      if(!isdefined(trig)) iprintln("^1trig Not defined - check radiant!");
   
      wait 3;
   }
   
//   while(1) // these forward slashes stop the game reading these lines of code
//   {
//      trig waittill ("trigger");
//      elevator movez (448,7,1.9,1.9);
//      elevator waittill ("movedone");
//      wait(1);
//      elevator movez (-448,7,1.9,5);
//      elevator waittill ("movedone");
//   }

} 

So i guess that's hopefully all you guyz need to see
thanks again,
Carrottop

edited on Feb. 20, 2009 05:52 pm by Carrottop
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Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
[view latest posts]
Level 7
Category: CoD2 Scripting
Posted: Saturday, Feb. 21, 2009 01:30 am
This shouldn't really make any difference, but have you tried calling the file something like

_elevator.gsc instead

The game might be confusing it with some kind of map script.

Can you also post your teleport script as that may not be threaded correctly and never returns to execute the elevator script.

(you could test this by just removing the teleport call)
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