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Call of Duty 5: World at War => Help Desk => Scripting => Topic started by: ZMBS DON GOONY on April 29, 2012, 04:47:44 pm

Title: flag_wait( "electricity_on" );
Post by: ZMBS DON GOONY on April 29, 2012, 04:47:44 pm
is this the correct code to make my lander trigger not be activated til the power is on
Title: Re: flag_wait( "electricity_on" );
Post by: CoDMapper on April 29, 2012, 07:16:58 pm
What type of zombie map are you doing? In my Verruckt scripts it's "power_on"
Title: Re: flag_wait( "electricity_on" );
Post by: treminaor on April 29, 2012, 10:27:04 pm
For 1.4 maps, electricity_on is correct. Older maps, I'm not sure.
Title: Re: flag_wait( "electricity_on" );
Post by: ZMBS DON GOONY on April 30, 2012, 03:09:24 am
im using 1.4 scripts der riese style map
Code Snippet
Plaintext
gnroom_trig = GetEntArray("lan","targetname");
array_thread(gnroom_trig,::lunar);
goonrm_trig1 = GetEntArray("lan1","targetname");
array_thread(goonrm_trig1,::lunar);

 
Code Snippet
Plaintext
Lunar()
{
self endon("disconnect");
self UseTriggerRequireLookAt();
self setHintString( "Press &&1 To Use THE GOONMOBILE" );
self setCursorHint("HINT_NOICON");
level.LunarInUse = false;
level.LunarPosition = "Spawn";
SpawnPos = ( 1536, -1128, 0);
level.Lunar1 = spawn( "script_model", SpawnPos );
level.Lunar1 setmodel( "zombie_teleporter_pad" );
level.trig = spawn( "trigger_radius", level.Lunar1.origin, 1, 50, 20 );
level.PlayerOrig0 = spawn( "script_model", level.Lunar1.origin + ( 0, 50, 10 ) );
level.PlayerOrig0 linkto( level.Lunar1 );
level.PlayerOrig2 = spawn( "script_model", level.Lunar1.origin + ( 0, -50, 10 ) );
level.PlayerOrig2 linkto( level.Lunar1 );
level.PlayerOrig3 = spawn( "script_model", level.Lunar1.origin + ( 50, 0, 10 ) );
level.PlayerOrig3 linkto( level.Lunar1 );
level.PlayerOrig4 = spawn( "script_model", level.Lunar1.origin + ( -50, 0, 10 ) );
level.PlayerOrig4 linkto( level.Lunar1 );
for(;;)
{
self waittill ("trigger",player);
level.LunarInUse = true;
self PlayerCheck(0,level.PlayerOrig0);
self PlayerCheck(1,level.PlayerOrig2);
self PlayerCheck(2,level.PlayerOrig3);
self PlayerCheck(3,level.PlayerOrig4);
self thread platform_effect();
self thread platform_Sound();
self setHintString( "THE GOONMOBILE IS IN USE" );
level.Lunar1 moveto( ( 1528, -1128, 552 ), 3, .5 );
level.Lunar1 vibrate((0,-100,0), 1.5, .4, 3);
level.Lunar1 waittill( "movedone" );
wait .2;
level.Lunar1 moveto( ( 2824, 848, 480), 6 );
level.Lunar1 waittill( "movedone" );
wait .2;
level.Lunar1 moveto( ( 3104, 864, 0 ), 3, 0, .5 );
level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
level.Lunar1 waittill( "movedone" );
self PlayerUnlink(0);
self PlayerUnlink(1);
self PlayerUnlink(2);
self PlayerUnlink(3);
self notify( "platform_arived" );
self enable_trigger();
level.LunarPosition = "Spawn";
level.LunarInUse = false;
wait .2;
while(1)
{
self waittill ("trigger",player);
level.LunarInUse = true;
self PlayerCheck(0,level.PlayerOrig0);
self PlayerCheck(1,level.PlayerOrig2);
self PlayerCheck(2,level.PlayerOrig3);
self PlayerCheck(3,level.PlayerOrig4);
self thread platform_effect();
self thread platform_Sound();
self setHintString( "THE GOONMOBILE IS IN USE" );
level.Lunar1 moveto( ( 2824, 848, 480 ), 3, .5 );
level.Lunar1 vibrate((0,-100,0), 1.5, .4, 3);
level.Lunar1 waittill( "movedone" );
wait .2;
level.Lunar1 moveto( ( 1528, -1128, 552 ), 6 );
level.Lunar1 waittill( "movedone" );
wait .2;
level.Lunar1 moveto( ( 1536, -1128, 0  ), 3, 0, .5 );
level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
level.Lunar1 waittill( "movedone" );
self PlayerUnlink(0);
self PlayerUnlink(1);
self PlayerUnlink(2);
self PlayerUnlink(3);
self notify( "platform_arived" );
self enable_trigger();
level.LunarPosition = "Spawn";
level.LunarInUse = false;
wait .2;
break;
}
}
}

here is my code can you plz put the flag wait in the right spot and also with this code my lander is scripted to go to from a to b then it goes from b to b then it goes from b to a

can you make it where it goes from a to b then from b to a

also i had to make 2 triggers thread the same script can you please clean this up for me im a noob at scripting i just get a little lucky makin it work after brreakin my map constantly lol
Title: Re: flag_wait( "electricity_on" );
Post by: CoDMapper on April 30, 2012, 11:34:53 am
Code Snippet
Plaintext
Lunar()
{
    self endon("disconnect");
    self setCursorHint("HINT_NOICON");
    self UseTriggerRequireLookAt();
    self setHintString( "Power Must Be On To Use THE GOONMOBILE" );   
    level.LunarInUse = false;
    level.LunarPosition = "Spawn";
    SpawnPos = (1536, -1128, 0);
    level.Lunar1 = spawn( "script_model", SpawnPos );
    level.Lunar1 setmodel( "zombie_teleporter_pad" );
    level.trig = spawn( "trigger_radius", level.Lunar1.origin, 1, 50, 20 );
    level.PlayerOrig0 = spawn( "script_model", level.Lunar1.origin + ( 0, 50, 10 ) );
    level.PlayerOrig0 linkto( level.Lunar1 );
    level.PlayerOrig2 = spawn( "script_model", level.Lunar1.origin + ( 0, -50, 10 ) );
    level.PlayerOrig2 linkto( level.Lunar1 );
    level.PlayerOrig3 = spawn( "script_model", level.Lunar1.origin + ( 50, 0, 10 ) );
    level.PlayerOrig3 linkto( level.Lunar1 );
    level.PlayerOrig4 = spawn( "script_model", level.Lunar1.origin + ( -50, 0, 10 ) );
    level.PlayerOrig4 linkto( level.Lunar1 );
    flag_wait( "electricity_on" );
    self setHintString( "Press &&1 To Use THE GOONMOBILE" );
    for(;;)
    {
        self waittill ("trigger",player);
        level.LunarInUse = true;
        self PlayerCheck(0,level.PlayerOrig0);
        self PlayerCheck(1,level.PlayerOrig2);
        self PlayerCheck(2,level.PlayerOrig3);
        self PlayerCheck(3,level.PlayerOrig4);
        self thread platform_effect();
        self thread platform_Sound();
        self setHintString( "THE GOONMOBILE IS IN USE" );
        level.Lunar1 moveto( ( 1528, -1128, 552 ), 3, .5 );
        level.Lunar1 vibrate((0,-100,0), 1.5, .4, 3);
        level.Lunar1 waittill( "movedone" );
        wait .2;
        level.Lunar1 moveto( ( 2824, 848, 480), 6 );
        level.Lunar1 waittill( "movedone" );
        wait .2;
        level.Lunar1 moveto( ( 3104, 864, 0 ), 3, 0, .5 );
        level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
        level.Lunar1 waittill( "movedone" );
        self PlayerUnlink(0);
        self PlayerUnlink(1);
        self PlayerUnlink(2);
        self PlayerUnlink(3);
        self notify( "platform_arived" );
        self enable_trigger();
        level.LunarPosition = "Spawn";
        level.LunarInUse = false;
        wait .2;
        while(1)
        {
            self waittill ("trigger",player);
            level.LunarInUse = true;
            self PlayerCheck(0,level.PlayerOrig0);
            self PlayerCheck(1,level.PlayerOrig2);
            self PlayerCheck(2,level.PlayerOrig3);
            self PlayerCheck(3,level.PlayerOrig4);
            self thread platform_effect();
            self thread platform_Sound();
            self setHintString( "THE GOONMOBILE IS IN USE" );
            level.Lunar1 moveto( ( 2824, 848, 480 ), 3, .5 );
            level.Lunar1 vibrate((0,-100,0), 1.5, .4, 3);
            level.Lunar1 waittill( "movedone" );
            wait .2;
            level.Lunar1 moveto( ( 1528, -1128, 552 ), 6 );
            level.Lunar1 waittill( "movedone" );
            wait .2;
            level.Lunar1 moveto( ( 1536, -1128, 0  ), 3, 0, .5 );
            level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
            level.Lunar1 waittill( "movedone" );
            self PlayerUnlink(0);
            self PlayerUnlink(1);
            self PlayerUnlink(2);
            self PlayerUnlink(3);
            self notify( "platform_arived" );
            self enable_trigger();
            level.LunarPosition = "Spawn";
            level.LunarInUse = false;
            wait .2;
            break;
        }
    }
}
Title: Re: flag_wait( "electricity_on" );
Post by: ZMBS DON GOONY on April 30, 2012, 07:19:17 pm
thanks did this fix the lander goin from point b to point b or uyou just put the flag _wait in ?

i cant test right now due to my game needing reinstalled