banimod / etpro / ettv forums Forum Index banimod / etpro / ettv forums
Bani's Discussion Forums
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Scripting in ET Pro 3
Goto page Previous  1, 2, 3, 4, 5, 6  Next
 
Post new topic   Reply to topic    banimod / etpro / ettv forums Forum Index -> ET Pro Documentation
View previous topic :: View next topic  
Author Message
[MoB]Seany



Joined: 05 Aug 2004
Posts: 163

PostPosted: Tue May 10, 2005 9:41 am    Post subject: Reply with quote

Sorry, let me clean it up a bit..

[MoB]Seany wrote:
Ok, now I want to get it to show up on the command map
I already have

Code:
game_manager
{
spawn
            {
create
      {
        targetname "ammo"
        scriptname "ammo"
        origin "-1373 -1100 192"
        classname "misc_cabinet_supply"
        angle "270"
        mins "-45 -45 -25"
        maxs "45 45 25"
        ammototal "100"
        modelscale "1"
        contents "1"
        clipmask "1"
        model "models/mapobjects/supplystands/stand_ammo.md3"
      }
create
      {
        target "ammo"
        ammototal "40"
        ammorate "1"
        origin "-1373 -1100 192"
        classname "trigger_ammo"
        targetname "ammoarea"
        scriptname "ammoarea"
        modelscale "1"
        contents "1"
        mins "-45 -45 -25"
        maxs "45 45 25"
        clipmask "1"
        }
create
      {
        targetname "health"
        scriptname "health"
        origin "-1488 -1175 192"
        classname "misc_cabinet_health"
        angle "360"
        mins "-45 -45 -25"
        maxs "45 45 25"
        modelscale "1"
        contents "1"
        clipmask "1"
        model "models/mapobjects/supplystands/stand_ammo.md3"
      }
create
      {
        target "health"
        scriptname "healtharea"
        targetname "healtharea"
        classname "trigger_heal"
        origin "-1488 -1175 192"
        healtotal "400"
        healrate "10"
        modelscale "1"
        contents "1"
        mins "-45 -45-25"
        maxs "45 45 25"
        clipmask "1"
      }
create
      {
        classname "trigger_objective_info"
        target "help_marker_toi"
        scriptname "ammo_info_toi"
        track "Health and Ammo Cabinets"
        targetname "ammo_info_toi"
        shortname "Health and Ammo Cabinets"
        spawnflags "is_healthammocabinet"
        customimage "gfx/limbo/cm_healthammo"
        origin "-1352 -1179 256"
        modelscale "1"
        contents "1"
        mins "-45 -45-25"
        maxs "45 45 25"
        clipmask "1"
   
      }
create
      {
        classname "misc_commandmap_marker"
        scriptname "help_marker_toi"
        targetname "help_marker_toi"
        contents "1"
        clipmask "1"
        origin "-1488 -1175 192"
      }
                 }
}


Its works and has a "You are near Health and Ammo" message, but what do I need to do to get it to show up ont he command map?
I did have script_mover parts as well before I removed them:

Code:
create
      {
     targetname "ammo_clip"
     scriptname "ammo_clip"
     classname "script_mover"
     spawnflags "2"
      }
create
      {
     targetname "health_clip"
     scriptname "health_clip"
     classname "script_mover"
         spawnflags "2"
                           }


But, no matter what properties i removed, it still said a model was required for script_mover. Is a script_mover class really that important? And if so, what do I need to do to fix it? If not, then what must be done for it to show up on the command map? Thanks Cool

_________________
[MoB]

NetNut: "I never cheat on a FPS game, but i will use my aimbot for Minesweeper or Solitare."
Back to top
View user's profile Send private message
Rookie One



Joined: 02 Nov 2005
Posts: 28
Location: Ruda Slaska, Poland

PostPosted: Fri Nov 11, 2005 2:15 pm    Post subject: Reply with quote

Just a note - I transferred some info from this topic to the WolfWiki.
_________________
Allied Field Ops I'm a field op! Axis Field Ops

My crappy website
My even crappier DeviantArt profile
My even more crappier (how is this possible?) dmusic profile
Back to top
View user's profile Send private message Visit poster's website
Deus



Joined: 12 Mar 2004
Posts: 1053
Location: Germany

PostPosted: Fri Nov 11, 2005 3:59 pm    Post subject: Reply with quote

Rookie One wrote:
Just a note - I transferred some info from this topic to the WolfWiki.


If everything is transferred leave a message, so it can be deleted here. Smile
_________________

http://spielwelt15.monstersgame.net/?ac=vid&vid=39033566
Back to top
View user's profile Send private message Visit poster's website
WeblionX



Joined: 08 Sep 2002
Posts: 1163
Location: Tseaby

PostPosted: Fri Nov 11, 2005 7:45 pm    Post subject: Reply with quote

Just make sure bani makes a backup of the wiki before deleting. XD
_________________
Weblion "Th' Politically Inco'reck Tiger" X
If a VCR uses the 24-hour time format, does it still blink 12:00 after a power outage?
Pushing electrons since 1990
120VAC -> Ground == Bad
Back to top
View user's profile Send private message Visit poster's website
Deus



Joined: 12 Mar 2004
Posts: 1053
Location: Germany

PostPosted: Sat Nov 12, 2005 1:35 am    Post subject: Reply with quote

you mean, backup of the forum, don't you ?
_________________

http://spielwelt15.monstersgame.net/?ac=vid&vid=39033566
Back to top
View user's profile Send private message Visit poster's website
Rookie One



Joined: 02 Nov 2005
Posts: 28
Location: Ruda Slaska, Poland

PostPosted: Sun Nov 13, 2005 8:46 am    Post subject: Reply with quote

I think I moved all the info to be found in this topic here.
_________________
Allied Field Ops I'm a field op! Axis Field Ops

My crappy website
My even crappier DeviantArt profile
My even more crappier (how is this possible?) dmusic profile
Back to top
View user's profile Send private message Visit poster's website
BuLLitz



Joined: 20 Feb 2007
Posts: 10

PostPosted: Wed Mar 07, 2007 3:21 pm    Post subject: Reply with quote

If I spawn a Dinghy on the shore where the ground is not flat, how do I get the clip to be at the same angles as the Dinghy?

I understand how to rotate and angle the dinghy and resize the clip (I think that's what you call the solid portion) does the clip does not angle with the dinghy.

Can this be done? Does anyone have an example?
Back to top
View user's profile Send private message
WeblionX



Joined: 08 Sep 2002
Posts: 1163
Location: Tseaby

PostPosted: Wed Mar 07, 2007 10:53 pm    Post subject: Reply with quote

Fakebrushes cannot be created in the way necessary to cover a sloping object.
_________________
Weblion "Th' Politically Inco'reck Tiger" X
If a VCR uses the 24-hour time format, does it still blink 12:00 after a power outage?
Pushing electrons since 1990
120VAC -> Ground == Bad
Back to top
View user's profile Send private message Visit poster's website
BuLLitz



Joined: 20 Feb 2007
Posts: 10

PostPosted: Thu Mar 08, 2007 5:39 am    Post subject: Reply with quote

Bummer dude.

We used to do that in MOHAA... We could spawn platforms with mounted MG's that circled the map and all kinds of other crazy stuff... On one map, when there was 3 minutes left, we turned everyone into Tanks and forced everyone to have bazookas. From a spectator perspective that looked quite cool.

No other way to spawn an object in ET as "solid" using the script file?
Back to top
View user's profile Send private message
nUllSkillZ



Joined: 29 Dec 2003
Posts: 62

PostPosted: Thu Mar 08, 2007 9:36 am    Post subject: Reply with quote

Isn't contents 1 = solid?
Back to top
View user's profile Send private message
ReyalP



Joined: 25 Jul 2003
Posts: 1663

PostPosted: Thu Mar 08, 2007 5:02 pm    Post subject: Reply with quote

nUllSkillZ wrote:
Isn't contents 1 = solid?

You can't do it from mapscript. Everything that isn't a simple axis aligned bounding box has to come from the BSP file.

The spawnflag that makes md3 models solid is just a trick where the compiler creates (ugly) clip brushes from the model.
_________________
send lawyers, guns and money
Back to top
View user's profile Send private message
WeblionX



Joined: 08 Sep 2002
Posts: 1163
Location: Tseaby

PostPosted: Fri Mar 09, 2007 9:43 pm    Post subject: Reply with quote

And by ugly he means 99.999% of them wind up with clip brushes that make no sense and cause problems, with 50% of those causing noticeable drops in FPS. Mind you, script_movers have a "solid" spawnflag but that's a different thing entirely, except that it is also a compiler flag.
_________________
Weblion "Th' Politically Inco'reck Tiger" X
If a VCR uses the 24-hour time format, does it still blink 12:00 after a power outage?
Pushing electrons since 1990
120VAC -> Ground == Bad
Back to top
View user's profile Send private message Visit poster's website
Hadr0



Joined: 15 Dec 2005
Posts: 5
Location: shiven

PostPosted: Mon Aug 06, 2007 5:08 am    Post subject: Reply with quote

running a modded mapscript on shiven.net:27960 fueldump only server.
its wouldn't have been possible without examples from this thread and http://games.chruker.dk/enemy_territory/entities.php
a hard core clanplayer was interested in the east-fence door so i thought i'd share this part with the community.

this stuff in the game_manager-spawn function:
Code:

    //hadro - east fence door
    create
    {
      classname "path_corner"
      scriptname "mydoor_endpos"
      targetname "mydoor_endpos"
      origin "-10420 -7285 250"
    }
    create
    {
      classname "path_corner"
      scriptname "mydoor_begpos"
      targetname "mydoor_begpos"
      origin "-10420 -7185 250"
    }
    create
    {
      classname "func_invisible_user"
      scriptname "mydoor_button"
      targetname "mydoor_button"
      target "mydoor_handle"
      origin "-10420 -7185 250"
      ainame "player"
      cursorhint "hint_button"
      allowteams "5" //axis + disguised cvops
      mins "-6 -75 -75"
      maxs "6 75 75"
    }
    create
    {
      classname "trigger_multiple"
      scriptname "mydoor_keepopen"
      targetname "mydoor_keepopen"
      target "mydoor_handle"
      origin "-10420 -7185 250"
      mins "-6 -75 -75"
      maxs "6 75 75"
    }
    create
    {
      classname "target_script_trigger"
      scriptname "mydoor_handle"
      targetname "mydoor_handle"
      target "doit"
      origin "-10410 -7080 250"
    }
    create
    {
      classname "misc_gamemodel"
      scriptname "mydoor"
      targetname "mydoor"
      model "models/mapobjects/port.md3"
      origin "-10420 -7185 250"
      contents "65536"
      mins "-6 -75 -75"
      maxs "6 75 75"
    }
    create
    {
      classname "func_fakebrush"
      scriptName "mydoor_clip"
      targetname "mydoor_clip"
      origin "-10420 -7285 250"
      contents "65536"
      mins "-6 -75 -75"
      maxs "6 75 75"
    }


these as seperate functions:
Code:

mydoor_handle
{
  trigger doit
  {
    trigger mydoor okidee
  }
}

mydoor
{
  spawn
  {
    wait 200
    setstate mydoor invisible
    setstate mydoor_button invisible
    setstate mydoor_keepopen invisible
    setstate mydoor_clip invisible
  }
  trigger opensnd
  {
    playsound sound/movers/doors/door2_open.wav
  }
  trigger okidee
  {
    resetscript
    setstate mydoor_button invisible
    setstate mydoor_keepopen default
    accum 0 trigger_if_equal 0 mydoor opensnd
    accum 0 set 1
    gotomarker mydoor_endpos 128 wait
    wait 2000
    accum 0 set 0
    gotomarker mydoor_begpos 128 wait
    playsound sound/movers/doors/door6_endc.wav volume 127
    setstate mydoor_keepopen invisible
    setstate mydoor_button default
  }
  trigger fastshut
  {
    resetscript
    halt
    accum 0 set 0
    setposition mydoor_begpos
  }
}


almost forgot :o
Code:

// ============================================================================
// Fuel Dump Barricades
// ============================================================================
frontdump
{
  spawn
  {
    set
    {
      model "*28"
    }
    wait 200
    constructible_class 2
    setstate frontdumpmaterials_stage1 default
    setstate frontdumpmaterials_stage2 default
    setstate frontdump1_trighurt invisible
    setstate frontdump2_trighurt invisible
  }
  built stage1
  {
    setstate frontdumpmaterials_stage1 invisible
    setstate frontdump1_trighurt default
  }
  death
  {
    setstate frontdumpmaterials_stage1 default
    setstate frontdump1_trighurt invisible
    wm_announce   "Allied team has destroyed the East Axis Base Fortification!"
    wm_teamvoiceannounce 0 "fueldump_axis_depotdef_destroyed"
  }
  buildstart final
  {
    setstate mydoor underconstruction
  }
  decayed final
  {
    setstate mydoor invisible
  }
  built final
  {
    setstate frontdumpmaterials_stage2 invisible
    setstate mydoor_clip default
    setstate mydoor_keepopen invisible
    setstate mydoor_button default
    setstate mydoor default
    wm_announce   "Axis team has constructed the East Axis Base Fortification!"
    wm_addteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
    wm_teamvoiceannounce 0 "fueldump_axis_depotdef_constructed"
    wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
    wm_removeteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
  }
  destroyed final
  {
    trigger mydoor fastshut
    wait 20
    setstate frontdumpmaterials_stage2 default
    setstate mydoor invisible
    setstate mydoor_button invisible
    setstate mydoor_keepopen invisible
    setstate mydoor_clip invisible
    wm_announce "Allied team has damaged the East Axis Base Fortification!"
    wm_addteamvoiceannounce 0 "fueldump_axis_depotdef_construct"
    wm_teamvoiceannounce 0 "fueldump_axis_depotdef_breached"
    wm_teamvoiceannounce 1 "fueldump_allies_depotdef_destroyed"
    wm_removeteamvoiceannounce 1 "fueldump_allies_depotdef_destroy"
  }
}

NOTES
'fastshut' was a bugfix.. without it the door gets messy if it gets blown while open. i'm not sure if the 'resetscript' stuff is still useful atm but it doesnt seem to hurt.
Of course you won't see anything if you just copy-paste this.. you'll need to have "models/mapobjects/port.md3" which is a custom .md3 model (made with Milkshape) that you auto-download if you join shiven.net :>

The ladder was a dirty hack, based on the fueldump-ladder model. So its probably not possible on other maps.
I'd like to request the ETPro devs if they can make surface flags (minable, ladder) available somehow. also, more solid models/fakebrushes would be handsome ^^
Back to top
View user's profile Send private message
BuLLitz



Joined: 20 Feb 2007
Posts: 10

PostPosted: Mon Aug 06, 2007 3:32 pm    Post subject: Reply with quote

Would it be possible for you to package this so I can download it?
Back to top
View user's profile Send private message
Nail



Joined: 02 Jan 2004
Posts: 425

PostPosted: Mon Aug 06, 2007 8:29 pm    Post subject: Reply with quote

Ctrl c, Ctrl v
_________________
Improvise, Adapt, Overcome
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    banimod / etpro / ettv forums Forum Index -> ET Pro Documentation All times are GMT - 8 Hours
Goto page Previous  1, 2, 3, 4, 5, 6  Next
Page 4 of 6

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group