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

Members Online

»
0 Active | 79 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

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: World at War
Category: CoDWW SP Mapping
Call of Duty: World at War single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: Strings?
JerryTube
General Member
Since: Mar 4, 2007
Posts: 88
Last: Jul 1, 2013
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoDWW SP Mapping
Posted: Monday, Apr. 6, 2009 11:47 am
Hey all,
Yet another problem in WaW [crazy]
I have tryed everything but the game does not seem to be reading my Strings?
Has anyone gotten Strings to work, or an introscreen to work?
For example;
Code:
do_custom_introscreen()
{
	
	custom_introscreen(&"SEE3_INTROSCREEN_TITLE", &"SEE3_INTROSCREEN_DATE", &"SEE3_INTROSCREEN_PLACE", &"SEE3_INTROSCREEN_INFO", &"SEE3_INTROSCREEN_INFO2" );

}

 custom_introscreen( string1, string2, string3, string4, string5 )
{


	level.introstring = []; 
	wait 0.5;
	//Title of level
	if( IsDefined( string1 ) )
	{
		maps\_introscreen::introscreen_create_line( string1, "lower_left" ); 
	}

	wait( 2 );

	
	if( IsDefined( string2 ) )
	{
		maps\_introscreen::introscreen_create_line( string2, "lower_left" ); 
		wait 2;
	}

	if( IsDefined( string3 ) )
	{
		maps\_introscreen::introscreen_create_line( string3, "lower_left" ); 
		wait 1.5;
	}

	
	if( IsDefined( string4 ) )
	{
		maps\_introscreen::introscreen_create_line( string4, "lower_left" ); 
		wait 1.5;
	}

	if( IsDefined( string5 ) )
	{
		maps\_introscreen::introscreen_create_line( string5, "lower_left" ); 
	}

	wait 3;
	level thread maps\_introscreen::introscreen_fadeOutText(); 

}

obj1_follow() // called from obj1();
{
	self endon("death");
	while (1)
	{
		wait 0.5;
		objective_position(1, self.origin);
	}
}
 
WatchPlayerDist() // eXsolved's Script 
{
	level endon("Panzer_destroyed");
	DistanceMs = 1000;
	Entity = GetEnt( "front_panzer", "targetname" );
	wait_for_first_player();
	player = getplayers();
	
	while( 1 )
	{
		Distance = distance2d( player[0].origin, Entity.origin );
		if( Distance > DistanceMs )
		{
			// Mission Failed!
			SetDvar( "ui_deadquote", &"SCRIPT_MISSIONFAIL_KILLTEAM_RUSSIAN" );
			missionfailed();
		}
		
		wait 0.05;
	}
}


SEE3_INTROSCREEN_DATE Comes up insted of what i have defined it as in my .str file
My str file is as follows;
Code:

VERSION             "1"
CONFIG              "C:\cod5\cod\cod5\bin\StringEd.cfg"
FILENOTES           ""

REFERENCE           OBJ_1
LANG_ENGLISH        "Advance with the Tank"

REFERENCE           OBJ_2
LANG_ENGLISH        "Hold your position untill Reinforcements arrive"

REFERENCE           OBJ_3
LANG_ENGLISH        "Kill all enemy resistance in the Trench"

REFERENCE           OBJ_5
LANG_ENGLISH        "Continue the Advance"

REFERENCE           HINT_CROUCH
LANG_ENGLISH        "Press [{gocrouch}] To Crouch"

REFERENCE           INTROSCREEN_PLACE
LANG_ENGLISH        "Seelow Heights, Germany "

REFERENCE           OBJ_6
LANG_ENGLISH        "Kill General Amsel"

REFERENCE           INTROSCREEN_DATE
LANG_ENGLISH        "April, 1942"

REFERENCE           INTROSCREEN_INFO
LANG_ENGLISH        "Schütze Adler"

REFERENCE           INTROSCREEN_INFO2
LANG_ENGLISH        "4th Panzer Army"

REFERENCE           INTROSCREEN_TITLE
LANG_ENGLISH        "'A Change of Heart'"

REFERENCE           OBJ_4
LANG_ENGLISH        "Defeat the enemy sniper"

REFERENCE           TO_BE_CONTINUED
LANG_ENGLISH        "To Be Continued...."

REFERENCE           EASY_PRONE_DESC
LANG_ENGLISH        "Press^3 [{goprone}] ^7to go prone"


ENDMARKER

Just for reference my .csv and my .gsc;
Code:

ignore,code_post_gfx
ignore,common
// map specific files
col_map_sp,maps/see3.d3dbsp
gfx_map,maps/see3.d3dbsp
rawfile,maps/see3.gsc
rawfile,maps/see3_amb.gsc
rawfile,maps/see3_anim.gsc
rawfile,maps/see3_fx.gsc
rawfile,english/localizedstrings/see3.str
// Weapons
weapon,sp/m1garand
weapon,sp/colt
weapon,sp/fraggrenade
weapon,sp/stg44
weapon,sp/panzerschrek
weapon,sp/walther
weapon,sp/stielhandgranate
weapon,sp/m8_white_smoke
// Viewarms
xmodel,viewmodel_ger_wermacht_arms
xmodel,viewmodel_ger_wermacht_player
// 3rd person model
include,common_player_us

////////////////////////////////////////////////////////////////////
// VEHICLE SECTION
////////////////////////////////////////////////////////////////////

// Scripts
rawfile,maps/_see2_t34.gsc
rawfile,maps/_see2_panzeriv.gsc

// VEHICLE FX
// Weapons
fx,weapon/tank/fx_tank_water
//fx,weapon/tank/fx_tank_test
fx,weapon/tank/fx_tank_dirt
fx,weapon/artillery/fx_artillery_pak43_geotrail
fx,weapon/rocket/fx_rocket_katyusha_geotrail
// Explosions
fx,explosions/large_vehicle_explosion
fx,vehicle/vexplosion/fx_vexplode_ger_panther
fx,vehicle/vexplosion/fx_vexplode_ger_kingtiger
fx,vehicle/vexplosion/fx_vexplode_tiger_turret_cookoff
fx,vehicle/vexplosion/fx_vexplode_ger_panzer
fx,vehicle/vexplosion/fx_turretexp_panzer4
fx,vehicle/vexplosion/fx_turretexp_kingtiger
fx,vehicle/vexplosion/fx_turretexp_panther
fx,vehicle/vexplosion/fx_vexplode_rus_t34
fx,vehicle/vfire/fx_vfire_rus_t34
fx,explosions/fx_mortarexp_dirt
fx,maps/see2/fx_vexplode_opel_blitz_gibs
fx,maps/fly/fx_exp_zero_final
fx,system_elements/fx_smk_wht_short_em

// Treadfx
fx,vehicle/treadfx/fx_treadfx_dust
fx,vehicle/treadfx/fx_treadfx_tiger_concrete_lg
fx,vehicle/treadfx/fx_treadfx_tiger_asphalt_lg
fx,vehicle/treadfx/fx_treadfx_tiger_dirt_lg
fx,vehicle/treadfx/fx_treadfx_tiger_grass_lg
fx,vehicle/treadfx/fx_treadfx_tiger_mud_lg
// Exhaust
fx,vehicle/exhaust/fx_exhaust_panther
fx,vehicle/exhaust/fx_exhaust_panzeriv
fx,vehicle/exhaust/fx_exhaust_generic_truck
fx,vehicle/treadfx/fx_treadfx_dust
fx,vehicle/exhaust/fx_exhaust_t34
fx,vehicle/exhaust/fx_exhaust_sherman
fx,vehicle/exhaust/fx_exhaust_tiger
// Destroyed fx
fx,vehicle/vfire/fx_vfire_ger_panther
fx,vehicle/vfire/fx_vsmoke_ger_panther
fx,vehicle/vfire/fx_vfire_ger_kingtiger
fx,vehicle/vfire/fx_vsmoke_tiger_smolder
fx,vehicle/vfire/fx_vsmoke_tiger_billow
fx,vehicle/vfire/fx_vsmoke_tiger_implode
fx,vehicle/vfire/fx_vfire_ger_panzer
fx,vehicle/vfire/fx_vsmoke_ger_panzer
fx,vehicle/vfire/fx_vfire_rus_t34
fx,vehicle/vfire/fx_vsmoke_rus_t34
fx,maps/see2/fx_dust_kick_up_emitter
fx,maps/see2/fx_cloud_flashes
fx,maps/see2/fx_flak_field
fx,maps/see2/fx_tracers_flak88_amb
fx,maps/see2/fx_tracers_flak88_dir
// Intermediate damage fx
fx,vehicle/vfire/fx_vsmoke_ger_panzer
fx,vehicle/vfire/fx_vsmoke_ger_panther
fx,vehicle/vfire/fx_vsmoke_ger_tiger
fx,maps/see2/fx_body_blood_splat

// VEHICLE ANIMATIONS
xanim,o_seelow2_flak_tarp
xanim,v_seelow2_t34scan_right
xanim,v_seelow2_t34scan_straight
rawfile,animtrees/tank.atr
xanim,ai_88antitank_passer_twitch
xanim,ai_88antitank_passer_turnright
xanim,ai_88antitank_passer_turnleft
xanim,ai_88antitank_passer_loadandfire
xanim,ai_88antitank_passer_idle
xanim,ai_88antitank_loader_twitch
xanim,ai_88antitank_loader_turnright
xanim,ai_88antitank_loader_turnleft
xanim,ai_88antitank_loader_loadandfire
xanim,ai_88antitank_loader_idle
xanim,ai_88antitank_leader_twitch
xanim,ai_88antitank_leader_turnright
xanim,ai_88antitank_leader_turnleft
xanim,ai_88antitank_leader_loadandfire
xanim,ai_88antitank_leader_idle
xanim,ai_88antitank_leader_commandright
xanim,ai_88antitank_leader_commandleft
xanim,ai_88antitank_ejecter_twitch
xanim,ai_88antitank_ejecter_turnright
xanim,ai_88antitank_ejecter_turnleft
xanim,ai_88antitank_ejecter_loadandfire
xanim,ai_88antitank_ejecter_idle
xanim,ai_88antitank_aimer_twitch
xanim,ai_88antitank_aimer_turnright
xanim,ai_88antitank_aimer_turnleft
xanim,ai_88antitank_aimer_loadandfire
xanim,ai_88antitank_aimer_idle
xanim,crew_truck_guy8_death_fire
xanim,crew_truck_guy7_death_fire
xanim,crew_truck_guy6_death_fire
xanim,crew_truck_guy5_death_fire
xanim,crew_truck_guy4_death_fire
xanim,crew_truck_guy3_death_fire
xanim,crew_truck_guy2_death_fire
xanim,crew_truck_guy1_death_fire
xanim,crew_truck_passenger_death_fire
xanim,crew_truck_driver_death_fire
xanim,crew_truck_guy8_death_shot
xanim,crew_truck_guy7_death_shot
xanim,crew_truck_guy6_death_shot
xanim,crew_truck_guy5_death_shot
xanim,crew_truck_guy4_death_shot
xanim,crew_truck_guy3_death_shot
xanim,crew_truck_guy2_death_shot
xanim,crew_truck_guy1_death_shot
xanim,crew_truck_passenger_death_shot
xanim,crew_truck_driver_death_shot
xanim,crew_truck_guy8_drive_reaction
xanim,crew_truck_guy7_drive_reaction
xanim,crew_truck_guy6_drive_reaction
xanim,crew_truck_guy5_drive_reaction
xanim,crew_truck_guy4_drive_reaction
xanim,crew_truck_guy3_drive_reaction
xanim,crew_truck_guy2_drive_reaction
xanim,crew_truck_guy1_drive_reaction
xanim,crew_truck_passenger_drive_reaction
xanim,crew_truck_driver_drive_reaction
xanim,crew_truck_guy8_climbin
xanim,crew_truck_guy7_climbin
xanim,crew_truck_guy6_climbin
xanim,crew_truck_guy5_climbin
xanim,crew_truck_guy4_climbin
xanim,crew_truck_guy3_climbin
xanim,crew_truck_guy2_climbin
xanim,crew_truck_guy1_climbin
xanim,crew_truck_guy6_climbout_fast
xanim,crew_truck_guy5_climbout_fast
xanim,crew_truck_guy2_climbout_fast
xanim,crew_truck_guy1_climbout_fast
xanim,crew_truck_guy8_drive_sit_idle
xanim,crew_truck_guy7_drive_sit_idle
xanim,crew_truck_guy6_drive_sit_idle
xanim,crew_truck_guy5_drive_sit_idle
xanim,crew_truck_guy4_drive_sit_idle
xanim,crew_truck_guy3_drive_sit_idle
xanim,crew_truck_guy2_drive_sit_idle
xanim,crew_truck_guy1_drive_sit_idle
xanim,crew_truck_passenger_drive_idle
xanim,crew_truck_driver_drive_idle
xanim,crew_truck_passenger_climbin
xanim,crew_truck_driver_climbin
xanim,crew_truck_guy8_climbout
xanim,crew_truck_guy7_climbout
xanim,crew_truck_guy6_climbout
xanim,crew_truck_guy5_climbout
xanim,crew_truck_guy4_climbout
xanim,crew_truck_guy3_climbout
xanim,crew_truck_guy2_climbout
xanim,crew_truck_guy1_climbout
xanim,crew_truck_passenger_climbout
xanim,crew_truck_driver_climbout
xanim,crew_truck_guy8_sit_idle
xanim,crew_truck_guy7_sit_idle
xanim,crew_truck_guy6_sit_idle
xanim,crew_truck_guy5_sit_idle
xanim,crew_truck_guy4_sit_idle
xanim,crew_truck_guy3_sit_idle
xanim,crew_truck_guy2_sit_idle
xanim,crew_truck_guy1_sit_idle
xanim,crew_truck_passenger_sit_idle
xanim,crew_truck_driver_sit_idle


// VEHICLE DATA
rawfile,vehicles/see2_panther
rawfile,vehicles/see2_tiger
rawfile,vehicles/see2_panzeriv
rawfile,vehicles/opel
rawfile,vehicles/see2_ot34
rawfile,vehicles/see2_t34
rawfile,vehicles/see2_flak88
rawfile,vehicles/il2
rawfile,vehicles/t34
awfile,vehicles/panzeriv

// VEHICLE MODELS
xmodel,vehicle_rus_tracked_t34
xmodel,vehicle_rus_tracked_t34_dmg
xmodel,vehicle_rus_tracked_ot34_d
xmodel,vehicle_ger_tracked_panther
xmodel,vehicle_ger_tracked_panther_dmg1
xmodel,vehicle_ger_tracked_panther_d
xmodel,vehicle_ger_tracked_panther_d_base
xmodel,vehicle_ger_tracked_panther_d_turret
xmodel,vehicle_ger_tracked_king_tiger
xmodel,vehicle_ger_tracked_king_tiger_dmg1
xmodel,vehicle_ger_tracked_king_tiger_d
xmodel,vehicle_ger_tracked_king_tiger_d_base
xmodel,vehicle_ger_tracked_king_tiger_d_turret
xmodel,vehicle_ger_tracked_panzer4v1
xmodel,vehicle_ger_tracked_panzer4v1_dmg1
xmodel,vehicle_ger_tracked_panzer4_d
xmodel,vehicle_ger_tracked_panzer4_d_base
xmodel,vehicle_ger_tracked_panzer4_d_turret
xmodel,vehicle_ger_wheeled_covered_opel_blitz
xmodel,vehicle_ger_wheeled_covered_opel_blitz_d
xmodel,vehicle_rus_airplane_il2
xmodel,artillery_ger_flak88_d

// VEHICLE WEAPONS DATA & MODELS
xmodel,weapon_machinegun_tiger
xmodel,katyusha_rocket
weapon,sp/allied_coaxial_mg
weapon,sp/see2_ot34_Turret
weapon,sp/see2_panther_Turret
weapon,sp/see2_tiger_Turret
weapon,sp/see2_t34_Turret
weapon,sp/panther_coaxial_mg
weapon,sp/see2_panzeriv_Turret
weapon,sp/see2_Flak88_Turret
weapon,sp/tiger_coaxial_mg
weapon,sp/panzeriv_coaxial_mg
weapon,sp/allied_hull_flamethrower
weapon,sp/t34_Turret
weapon,sp/panzeriv_turret


// VEHICLE GEAR
xmodel,vehicle_rus_tracked_t34_seta_body
xmodel,vehicle_rus_tracked_t34_seta_turret
xmodel,vehicle_rus_tracked_t34_setb_body
xmodel,vehicle_rus_tracked_t34_setb_turret
xmodel,vehicle_rus_tracked_t34_setc_body
xmodel,vehicle_rus_tracked_t34_setc_turret
xmodel,vehicle_rus_tracked_t34_setd_body
xmodel,vehicle_rus_tracked_t34_setd_turret
xmodel,vehicle_ger_tracked_panther_seta_body
xmodel,vehicle_ger_tracked_panther_seta_turret
xmodel,vehicle_ger_tracked_panther_setb_body
xmodel,vehicle_ger_tracked_panther_setb_turret
xmodel,vehicle_ger_tracked_panther_setc_body
xmodel,vehicle_ger_tracked_panther_setc_turret

// VEHICLE MATERIALS
material,tank_shell,,

////////////////////////////////////
// END VEHICLES
////////////////////////////////////

localize,see3

// SOUND
sound,see3,see3,all_sp
sound,weapons,audio_test_tuey,all_sp
sound,common,see3,all_sp
sound,character,see3,all_sp
sound,vehicles,see2,all_sp
sound,generic,see3,all_sp
sound,voiceovers,see3,all_sp
sound,requests,see3,all_sp
sound,projectiles,see3,all_sp
sound,us_battlechatter,see3,all_sp
sound,ge_battlechatter,see3,all_sp
sound,physics,see3,all_sp

Code:


#include maps\_utility; 
#include common_scripts\utility;
#using_animtree( "generic_human" ); 
main()
{
	
			/*--------------------
	 PRECACHE STUFF
	----------------------*/
	precacheString(&"SEE3_INTROSCREEN_TITLE");
	precacheString(&"SEE3_INTROSCREEN_DATE");
	precacheString(&"SEE3_INTROSCREEN_PLACE");
	precacheString(&"SEE3_INTROSCREEN_INFO");
	precacheString(&"SEE3_INTROSCREEN_INFO2");
	precacheshader("black");
	
	
	/*--------------------
	 SCRIPT_VEHICLES
	----------------------*/
	maps\_see2_panzeriv::main( "vehicle_ger_tracked_panzer4" );	
	maps\_see2_t34::main( "vehicle_rus_tracked_t34" );
	
	
	level.dodgeloadout = true; // <---??
	level.custom_introscreen = ::custom_introscreen;
	// maps\_panther::main( "vehicle_ger_tracked_panther" )
	maps\see3_fx::main(); 
	maps\see3_amb::main(); 
	maps\see3_anim::main();
	maps\_load::main();
	set_loadout();
	
	/*--------------------
	 FLAGS
	----------------------*/
	flag_init("introscreen_completed");
	flag_init("Panzer_destroyed");
	flag_init("T34_destroyed");
	flag_init("trenchwar_start");
	flag_init("obj1_done");
	flag_init("obj2_done");
	flag_init("obj3_done"); 
		/*--------------------
	 END OF FLAGS
	----------------------*/
	
//////////////////////////////////////---Threads---//////////////////////////////////////////////////////////////////////
	// thread player_setup();
	thread ai_teams_setup();
	thread do_custom_introscreen();
	thread obj1();
	
}
// Sets the custom weapon loadout
set_loadout()
{
	maps\_loadout::add_weapon( "panzerschrek" );
	maps\_loadout::add_weapon( "stg44" );	
	maps\_loadout::add_weapon( "stielhandgranate" );
	maps\_loadout::add_weapon( "m8_white_smoke" );
	maps\_loadout::set_secondary_offhand( "smoke" );
	maps\_loadout::set_laststand_pistol( "walther" );
	maps\_loadout::set_player_viewmodel( "viewmodel_ger_wermacht_arms");
	maps\_loadout::set_player_interactive_hands( "viewmodel_ger_wermacht_player" );
	maps\_loadout::set_switch_weapon( "stg44" ); // Switches the player's weapon once he spawns in
	level.campaign = "german"; // Sets the campaign, which is used for battlechatter and other various scripts	 
	mptype\player_usa_marine::precache(); // Precaches the 3rd person model (for when playing coop)
} 

	
ai_teams_setup()
{
// Spawners
array_thread( getEntArray( "russians", "script_noteworthy" ), ::add_spawn_function, ::setTeam, "axis" );

//array_thread( getEntArray( "germans", "script_noteworthy" ), ::add_spawn_function, ::setTeam, "allies" );

array_thread( getAiArray( "axis" ), ::setTeam, "allies" );

}


// Thanks Sparks ;)
setTeam( team )
{
	/*--------------------
	 CONFIGURES GERMANS AS FRIENDLIES AND RUSSIANS AS BADDIES
	----------------------*/
	self.team = team;
	if( team == "allies" )
	{
		self maps\_names::get_name_for_nationality( "german" );
		self.goal_radius = 64;
	}
	else
	{
		// Couldn't figure out how to remove American names =0(
		// Null .name and .script_friendName cause switch statement errors in names utility
		// Not too important to spend time figuring out
		self.goal_radius  = 1024;
	}
} // setTeam()

 

panzer_manage()
{
 
	panzer = getEnt( "front_panzer", "targetname" );
	thread maps\_vehicle::gopath(panzer);
	trig = getEnt( "tankbattle_trig", "targetname" );
	trig waittill("trigger");	
	// panzer.health = 10;
	panzer thread panzer_controller();

}


panzer_controller()
{

		// self setVehWeapon( "T34_turret" ); DO NOT USE!! Creates no shooting bug!
		t34 = getEnt( "t34", "targetname" );
		self thread maps\_vehicle::mgoff();
		self setturrettargetent(t34);
		self fireWeapon();
}



t34_manage()
{
 
	t34 = getEnt( "t34", "targetname" );
	t34 thread maps\_vehicle::mgoff();
	trig = getEnt( "tankbattle_trig", "targetname" );
	trig waittill("trigger");
	// thread maps\_vehicle::gopath(t34);
	t34 thread t34_controller();
	

}


t34_controller()
{

		// self setVehWeapon( "T34_turret" ); DO NOT USE!! Creates no shooting bug!
		panzer = getEnt( "front_panzer", "targetname" );
		self setturrettargetent(panzer);
		wait(3);
		// panzer waittill("reached_end_node");
		self fireWeapon();
		radiusdamage( panzer.origin, 100, panzer.health, panzer.health );
		flag_set("Panzer_destroyed");
}



do_custom_introscreen()
{
	
	custom_introscreen(&"SEE3_INTROSCREEN_TITLE", &"SEE3_INTROSCREEN_DATE", &"SEE3_INTROSCREEN_PLACE", &"SEE3_INTROSCREEN_INFO", &"SEE3_INTROSCREEN_INFO2" );

}

 custom_introscreen( string1, string2, string3, string4, string5 )
{


	level.introstring = []; 
	wait 0.5;
	//Title of level
	if( IsDefined( string1 ) )
	{
		maps\_introscreen::introscreen_create_line( string1, "lower_left" ); 
	}

	wait( 2 );

	
	if( IsDefined( string2 ) )
	{
		maps\_introscreen::introscreen_create_line( string2, "lower_left" ); 
		wait 2;
	}

	if( IsDefined( string3 ) )
	{
		maps\_introscreen::introscreen_create_line( string3, "lower_left" ); 
		wait 1.5;
	}

	
	if( IsDefined( string4 ) )
	{
		maps\_introscreen::introscreen_create_line( string4, "lower_left" ); 
		wait 1.5;
	}

	if( IsDefined( string5 ) )
	{
		maps\_introscreen::introscreen_create_line( string5, "lower_left" ); 
	}

	wait 3;
	level thread maps\_introscreen::introscreen_fadeOutText(); 

}

obj1_follow() // called from obj1();
{
	self endon("death");
	while (1)
	{
		wait 0.5;
		objective_position(1, self.origin);
	}
}
 
WatchPlayerDist() // eXsolved's Script 
{
	level endon("Panzer_destroyed");
	DistanceMs = 1000;
	Entity = GetEnt( "front_panzer", "targetname" );
	wait_for_first_player();
	player = getplayers();
	
	while( 1 )
	{
		Distance = distance2d( player[0].origin, Entity.origin );
		if( Distance > DistanceMs )
		{
			// Mission Failed!
			SetDvar( "ui_deadquote", &"SCRIPT_MISSIONFAIL_KILLTEAM_RUSSIAN" );
			missionfailed();
		}
		
		wait 0.05;
	}
}


/*	-----------------------
		OBJECTIVES
	----------------------- */


obj1()
{

// flag_wait( "introscreen_completed" ); 
thread panzer_manage();
thread t34_manage();
thread WatchPlayerDist();

panzer = getEnt( "front_panzer", "targetname" );
panzer thread obj1_follow();

objective_add(1, "active", &"SEE3_OBJ1");
objective_current(1);
flag_wait("Panzer_destroyed"); 
objective_state(1, "done"); 
flag_set( "obj1_done" );

thread obj2();

}

obj2()
{

flag_wait( "obj1_done" );
flag_set("trenchwar_start");

objective_add(2, "active", &"SEE3_OBJ2",getent("obj2", 
"targetname").origin);

objective_current(2);

flag_wait("T34_destroyed");

objective_state(2, "done");

flag_set("obj2_done");

}


Share |
JerryTube
General Member
Since: Mar 4, 2007
Posts: 88
Last: Jul 1, 2013
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoDWW SP Mapping
Posted: Tuesday, Apr. 7, 2009 12:51 am
bump
Share |
JerryTube
General Member
Since: Mar 4, 2007
Posts: 88
Last: Jul 1, 2013
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoDWW SP Mapping
Posted: Wednesday, Apr. 8, 2009 12:09 am
bump
Share |
Wally.*
General Member
Since: Dec 2, 2007
Posts: 49
Last: Jul 7, 2009
[view latest posts]
Level 2
Category: CoDWW SP Mapping
Posted: Wednesday, Apr. 8, 2009 03:48 am
I think there's a problem compiling.

You have this - "rawfile,english/localizedstrings/see3.str"
It's not a rawfile.

Just put "localize,see3" that's it nothing else, don't put the path or ".str".
Share |
JerryTube
General Member
Since: Mar 4, 2007
Posts: 88
Last: Jul 1, 2013
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoDWW SP Mapping
Posted: Thursday, Apr. 9, 2009 09:00 am
ahh thanks a bunch Wally the introscreen is working now![drink]
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Call of Duty: World at War : CoDWW SP 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

»