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serveral mapscript changes?

 
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crazyfrag



Joined: 01 Oct 2004
Posts: 105

PostPosted: Wed Apr 30, 2008 1:38 am    Post subject: serveral mapscript changes? Reply with quote

how to

-Braundorf_b4 remove the axis door near the front door when its destoryed

-Adlernest
change the door passaable 4 all to an allied dooor?
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Dersaidin



Joined: 06 Aug 2004
Posts: 197
Location: Australia

PostPosted: Wed Apr 30, 2008 2:22 am    Post subject: Reply with quote

To removing that door in bruandorf, I just added an example to delete entities by origin to the wiki.

I dont remember having tested if you can use delete{} outside the game_manager{spawn{}}, which is probably what you'd want (I suspect it would work). If not you can delete it on spawn and make a new one with a script name so you can make it invisible.

Maybe spawn and alert an explosion effect for it too so it looks a bit better, instead of just disappearing.

Similar deal with the teamdoors on adlernest. Remove them using that delete{}, then spawn new ones with slightly different keys to allow allies or whoever you want.[/url]
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crazyfrag



Joined: 01 Oct 2004
Posts: 105

PostPosted: Wed Apr 30, 2008 5:47 am    Post subject: Reply with quote

cool workin Smile
thx

and how to spwan explode effects?
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crazyfrag



Joined: 01 Oct 2004
Posts: 105

PostPosted: Wed Apr 30, 2008 7:08 am    Post subject: Reply with quote

ok works 4 braundorf adlernest don't work

I get this error when i delet the entitiy without creating the new one when i spwan both server crashes ^^
Enable spawning!
^1Error: No matches while deleting entity
Disable spawning!

Code:

game_manager
{
   spawn
      {
      delete
      {
         origin "733 -2971 -120"   
      }
      create
      {
         
         scriptname "newdoor"
         targetname "newdoor"
         classname "func_door_rotating"
         allowteams "1,4"
         origin "733 -2971 -120"
         type "5"
         model "*44"
      }
}
}



this is from the .bsp file:

Code:

{
"classname" "func_door_rotating"
"type" "5"
"origin" "733 -2971 -120"
"model" "*44"
}





and this are my braundorf changes which are working!

Code:
game_manager
{
   spawn
      {
      delete
      {
         origin "2598 -2048 318"   
      }
      create
      {
         
         scriptname "doornwall"
         targetname "doornwall"
         classname "func_door_rotating"
         allowteams "1,4"
         origin "2598 -2048 318"
         type "5"
         model "*1"
      }
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mortis



Joined: 06 Jul 2004
Posts: 360
Location: at the center of the e-universe

PostPosted: Wed Apr 30, 2008 1:25 pm    Post subject: Reply with quote

-edit- nevermind, my first answer was not on the right track...

Have you tried adding a 50ms wait state between removing the old entity and creating the new one? That would be worth a try...
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Dersaidin



Joined: 06 Aug 2004
Posts: 197
Location: Australia

PostPosted: Thu May 01, 2008 12:22 am    Post subject: Reply with quote

mmm, perhaps you tried to remove it before it spawned.
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crazyfrag



Joined: 01 Oct 2004
Posts: 105

PostPosted: Thu May 01, 2008 4:48 am    Post subject: Reply with quote

Code:
game_manager
{
   spawn
   {

create
{
         
scriptname "doornwall"
targetname "doornwall"
classname "func_door_rotating"
allowteams "5"
//origin "835 -2430 106"
origin "733 -2972 -121"
type "5"
model "*44"
}
   

MANY THINGS HERE :-)
      delete
      {
         origin "733 -2971 -120"   
      }

}
doornwall
{
   spawn
   {
   wait 20
   }

   trigger on
   {               
      set
      {
      allowteams "6"
      }
   }

   trigger off
   {
      set
      {
      allowteams "5"
      }
   }
}



WORKIN!!!!!!


thx guxs 4 ur help
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