serveral mapscript changes?

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crazyfrag
Posts: 105
Joined: Fri Oct 01, 2004 1:17 pm

serveral mapscript changes?

Post by crazyfrag »

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?
Dersaidin
Posts: 197
Joined: Fri Aug 06, 2004 1:55 pm
Location: Australia

Post by Dersaidin »

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]
crazyfrag
Posts: 105
Joined: Fri Oct 01, 2004 1:17 pm

Post by crazyfrag »

cool workin :-)
thx

and how to spwan explode effects?
crazyfrag
Posts: 105
Joined: Fri Oct 01, 2004 1:17 pm

Post by crazyfrag »

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: Select all

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: Select all

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



and this are my braundorf changes which are working!

Code: Select all

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"
		}
User avatar
mortis
Posts: 360
Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:

Post by mortis »

-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...
Dersaidin
Posts: 197
Joined: Fri Aug 06, 2004 1:55 pm
Location: Australia

Post by Dersaidin »

mmm, perhaps you tried to remove it before it spawned.
crazyfrag
Posts: 105
Joined: Fri Oct 01, 2004 1:17 pm

Post by crazyfrag »

Code: Select all

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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