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[Tutorial] Shootable Triggers

HOT
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Created 8 years ago
by reckfullies
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My syntax in GSC mode doesn't show "player" as a function (in blue), I assume that is the issue I am having with it saying

^1       }
^1-------^
^1ERR(0) scripts/custom/shootable.gsc (100,8) in "shootables_done()" : syntax error, unexpected TOKEN_RIGHT_CURLY :        }

Anyone know how to get the syntax to recognize it as a function in Sublime Text 3 and change it to blue?
I could also be wrong I am just a beginner when it comes to any of this honestly.

extra information: upon typing "playe", "player" is located in the drop down list but no matter what it won't change to blue.
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When I shoot the triggers with the updated fixes you posted my game gives me connection interrupted then crashes everytime..hahaha
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Although I now get no errors while compiling I do get a Connection Interrupted after shooting the 2nd bottle

http://prnt.sc/crzlv0
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Although I now get no errors while compiling I do get a Connection Interrupted after shooting the 2nd bottle

http://prnt.sc/crzlv0

Sorry about all the errors, as I said i didn't have time to test it myself.

The problem is that I forgot to break out of the while loop so it constantly sent printlns to you.

Go to the shootables_done function in the script and make sure it looks like this:
Code Snippet
Plaintext
function shootables_done()
{
    while(1)
    {
        if(level.shootablesCollected <= level.shootablesNeeded)
       {
            // Put whatever code you want for your ee here, I would recommend using another function though.
            IPrintLn("All Shootables Collected");

            break;
       }
    }
}

I just updated OP so nobody should have this problem anymore.

EDIT: Fixed break
Last Edit: October 10, 2016, 10:03:44 am by reckfullies
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I think this was a mistake when HitmanVere edited it, ill fix it since function wasn't supposed to be there in the first place.

Re do the part where the script is made, at the top where the functions are threaded they are supposed to be
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thread shootable_1();
thread shootable_2();

Just updated OP.

I apparently need to test my modifications as well when I fix stuff, lmao. Also, your break; is at the wrong place, should be inside if-statement. Now it breaks even when if-statement is false
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I apparently need to test my modifications as well when I fix stuff, lmao. Also, your break; is at the wrong place, should be inside if-statement. Now it breaks even when if-statement is false

I can see why you would have done that, I mistakenly wrote thread function shootable_1 so it seemed like it was meant to be function_shootable_1 lol.

As for the break, I feel like an idiot since I keep making little mistakes. Guess that is what happens when you are too lazy to test everything you modify.
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Slowly getting there lol.  No errors (ie no connection interrupted) but when I shoot just ONE model - it says "All Shootables Collected".  Then when I shoot the next it says the same.

I tried adding the Electric Cherry addition and it doesn't award player with the perk.
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Slowly getting there lol.  No errors (ie no connection interrupted) but when I shoot just ONE model - it says "All Shootables Collected".  Then when I shoot the next it says the same.

I tried adding the Electric Cherry addition and it doesn't award player with the perk.

I know about this and was just updating OP to fix it, I revised the entire script to make sure it was working. Just re-read OP and it will fix this problem.

Next time ill make sure it works before I post it to avoid all of this.

I don't know about your perk problem since this tutorial is for the shootables. I haven't given any perks in bo3 through script yet so I don't really know what your problem is.
Last Edit: October 10, 2016, 11:03:16 am by reckfullies
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Works a treat - thank you for taking the time to sort this.

How would I go about taking a door open after last model is shot?
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Works a treat - thank you for taking the time to sort this.

How would I go about taking a door open after last model is shot?

This might be hard to do since you would need to change the script where they control all doors and at the moment in the mod tools we can't actually modify most of the scripts so it would be really complicated if not, impossible to do unless you made your own door script.

If you want me to make you a door script and add this for you contact me on ugx via messages and we can figure something out.
Last Edit: October 10, 2016, 11:40:53 am by reckfullies
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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Not really

You would just use different kvps for this door so it's not controlled by the "old" system and make sure to set the zone it opens flag
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Not really

You would just use different kvps for this door so it's not controlled by the "old" system and make sure to set the zone it opens flag

It would be pretty easy only if you use your own script, just wanted to help and maybe script it for him since he was asking how to do it.

I meant that using the original script provided would be hard since i'm not sure if thats a script we can edit
Last Edit: October 10, 2016, 12:34:47 pm by reckfullies
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Get ent
Rotate model
Delete clip
Set flag

That's all there is to it
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It works now thanks.
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I know very little about scripting so in my case it "wouldnt" be easy lol.

I sent you a message reckfullies :)

 
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