Im trying to add some plane triggers to some of my maps... But The first map I try Ohama it spawns them at 0 0 0(
I used the cords from a previous post to do triggers
exec server_planes/trigger.scr (984 -4550 -422) "allies" 1
exec server_planes/trigger.scr (229 340 390) "axis" 1
I tried another map, Flughafen, and noticed that the plane triggers did spawn. but not at the coords i set. they spawned at 0 0 0
//Turn off the lights!
thread init_runway_lights
level waittill prespawn
exec server_planes/trigger.scr( 3046 2102 -21 ) "allies" 1
exec server_planes/trigger.scr( -3340 -704 -124 ) "axis" 1
level waittill spawn
So why isn't it setting the plane triggers coords?
Anyone know?
try moving yr exec by the others like so
exec global/ambient.scr
exec global/door_locked.scr
exec global/outa_bounds.scr
exec hudmsg.scr
exec nextmap.scr
exec server_planes/trigger.scr ( 2478.77 4064.49 58 ) "allies" .2 //
exec server_planes/trigger.scr ( -1867.33 -1378.75 73 ) "axis" .2 //
also from fluggy
level.script="maps/obj/MP_Flughafen_TOW.scr"
level.music="MP_Flughafen_TOW"
exec global/ambient.scr
exec global/door_locked.scr
exec server_planes/trigger.scr ( 2478.77 4064.49 58 ) "allies" .2 //
exec server_planes/trigger.scr ( -1867.33 -1378.75 73 ) "axis" .2 //
if (level.mef_gametype != "tow" && level.mef_gametype != "fttow")
{
//remove all ai
$enemyspawner remove
$gmc_bomb remove
$opel_bomb remove
}
Doesn't Work still. spawns at 0 0 0 again.. Now its just harder to tell they are spawned togethor..
heres my whole scr file if that dont work u have a mod or something messing it up
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Flughafen"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mp_flughafen_tow"
level.mef_mapname = "mp_flughafen_tow"
level.mef_maptype = "dm"
level.mef_supportedgametypes = "ffa"::"tdm"::"rbm"::"tow"::"ft"::"ctf"::"ftctf"::"fttow"
level.mef_defaultgametype = "fttow"
switch (waitthread global/libmef/util.scr::get_gametype)
{
case "ctf":
case "ftctf":
// CTF Base positions by Kaotik
waitthread global/libmef/bases.scr::addbasepair "3104.87 3101.83 -23.88 180 North Wall" "-2966.4 80.87 -23.88 -90 Rear Of E Hangar"
waitthread global/libmef/bases.scr::addbasepair "-334.13 3920.46 -23.88 180 S Side W Hangar" "544.87 -800.82 -23.88 180 N Control Tower"
thread global/libmef/ctf.scr::ctf_begin
break
case "ft":
thread global/libmef/ft.scr::ft_begin
break
case "rbm":
thread roundbasedthread
break
case "tow":
thread towthread
break
case "fttow":
thread global/libmef/ft.scr::ft_begin
thread towthread
break
}
level.script="maps/obj/MP_Flughafen_TOW.scr"
level.music="MP_Flughafen_TOW"
exec global/ambient.scr
exec global/door_locked.scr
exec server_planes/trigger.scr ( 2478.77 4064.49 58 ) "allies" .2 //
exec server_planes/trigger.scr ( -1867.33 -1378.75 73 ) "axis" .2 //
if (level.mef_gametype != "tow" && level.mef_gametype != "fttow")
{
//remove all ai
$enemyspawner remove
$gmc_bomb remove
$opel_bomb remove
}
//add in our clip brushes
local.clipbrush = spawn script_object
local.clipbrush.origin = ( -1125 4470 -10 )
local.clipbrush setsize ( -340 -220 -100 ) ( 340 150 120 )
local.clipbrush.angles = ( 0 347 0 )
local.clipbrush solid
//set our farplane and culling parameters
$world farplane 3000
$world farplane_color ".03 .05 .09" //this matches eben's new sky
$world farplane_cull 2
//Open the hangar 1 doors
$hangar_doors_1 open $hangar_doors_1_entity
// open these doors at the start...
$cine_hangar_doors open $cine_hangar_doors_entity
//Turn off the lights!
thread init_runway_lights
level waittill prespawn
/////// BEHIND ALLIES BUNKER ////////
local.bench = spawn script_model
local.bench model "static/indycrate.tik"
local.bench.origin = ( -666.95 3420.67 -23.88)
local.bench.angles = ( 0 0 0 )
local.bench.scale = 1
local.bench solid
/////// ALLIES SHELTER ////////
local.bench = spawn script_model
local.bench model "static/indycrate.tik"
local.bench.origin = ( 1492.95 3483.67 -23.88 )
local.bench.angles = ( 0 0 0 )
local.bench.scale = 1
local.bench solid
/////// BEHIND AXIS SHELTER WITH TANK ////////
local.bench = spawn script_model
local.bench model "static/indycrate.tik"
local.bench.origin = ( -1568.00 807.88 -15.88 )
local.bench.angles = ( 0 0 0 )
local.bench.scale = 1
local.bench solid
/////// BEHIND AXIS CONTROL ROOM ////////
local.bench = spawn script_model
local.bench model "static/indycrate.tik"
local.bench.origin = ( 144.62 -933.79 -4.87 )
local.bench.angles = ( 0 0 0 )
local.bench.scale = 1
local.bench solid
/////// ALLIES BUNKER ////////
local.bench = spawn script_model
local.bench model "static/indycrate.tik"
local.bench.origin = ( -1171.66 2738.01 73.13 )
local.bench.angles = ( 0 0 0 )
local.bench.scale = 1
local.bench solid
/////// AXIS BUNKER ////////
local.bench = spawn script_model
local.bench model "static/indycrate.tik"
local.bench.origin = ( -1592.01 1038.71 73.13)
local.bench.angles = ( 0 0 0 )
local.bench.scale = 1
local.bench solid
level waittill spawn
//init aagun params
$aagun.collisionent = $aagun_collision
$aagun_turret0.collisionent = $aagun_turret_collision
if (!level.mef_removeturrets)
{
$aagun thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_aagun_d.tik" $aagun_destroyed_collision
}
//init granatwefer 1 params
$granat_1.collisionent = $granatwerfer_collision
$granat_1_turret0.collisionent = $granatwerfer_turret_collision
if (!level.mef_removeturrets)
{
$granat_1 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
}
$granat_1_turret0 maxyawoffset "40"
//init granatwefer 2 params
$granat_2.collisionent = $granatwerfer_collision
$granat_2_turret0.collisionent = $granatwerfer_turret_collision
if (!level.mef_removeturrets)
{
$granat_2 thread global/stationaryweapons.scr::MountedStationaryWeaponWithCollision "models/statweapons/p_granatwerfer_d.tik" $granatwerfer_destroyed_collision
}
$granat_2_turret0 maxyawoffset "40"
end
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
towthread:
exec global/ai.scr
exec global/friendly.scr
exec global/tow_dm.scr
setcvar "g_obj_alliedtext1" "Protect Allied Transport"
setcvar "g_obj_alliedtext2" "Open 1st Hangar Doors"
setcvar "g_obj_alliedtext3" "Turn On the Runway Lights"
setcvar "g_obj_alliedtext4" "Open the 2nd Hangar Doors"
setcvar "g_obj_alliedtext5" "Detonate Axis Motorpool"
setcvar "g_obj_axistext1" "Protect Axis Motorpool"
setcvar "g_obj_axistext2" "Close the 2nd Hangar Doors"
setcvar "g_obj_axistext3" "Turn Off the Runway Lights"
setcvar "g_obj_axistext4" "Close the 1st Hangar Doors"
setcvar "g_obj_axistext5" "Destroy Allied Transport"
//////////////////////////
level waittill prespawn
//////////////////////////
/////// BEHIND ALLIES BUNKER ////////
local.bench = spawn script_model
local.bench model "static/indycrate.tik"
local.bench.origin = ( -666.95 3420.67 -23.88)
local.bench.angles = ( 0 0 0 )
local.bench.scale = 1
local.bench solid
/////// ALLIES SHELTER ////////
local.bench = spawn script_model
local.bench model "static/indycrate.tik"
local.bench.origin = ( 1492.95 3483.67 -23.88 )
local.bench.angles = ( 0 0 0 )
local.bench.scale = 1
local.bench solid
/////// BEHIND AXIS SHELTER WITH TANK ////////
local.bench = spawn script_model
local.bench model "static/indycrate.tik"
local.bench.origin = ( -1568.00 807.88 -15.88 )
local.bench.angles = ( 0 0 0 )
local.bench.scale = 1
local.bench solid
/////// BEHIND AXIS CONTROL ROOM ////////
local.bench = spawn script_model
local.bench model "static/indycrate.tik"
local.bench.origin = ( 144.62 -933.79 -4.87 )
local.bench.angles = ( 0 0 0 )
local.bench.scale = 1
local.bench solid
/////// ALLIES BUNKER ////////
local.bench = spawn script_model
local.bench model "static/indycrate.tik"
local.bench.origin = ( -1171.66 2738.01 73.13 )
local.bench.angles = ( 0 0 0 )
local.bench.scale = 1
local.bench solid
/////// AXIS BUNKER ////////
local.bench = spawn script_model
local.bench model "static/indycrate.tik"
local.bench.origin = ( -1592.01 1038.71 73.13)
local.bench.angles = ( 0 0 0 )
local.bench.scale = 1
local.bench solid
waitthread global/libmef/tow.scr::copy_towobjective $obj_allied_spawner 1 5 1
waitthread global/libmef/tow.scr::copy_towobjective $obj_axis_spawner 5 1 5
//////////////////////////
level waittill spawn
//////////////////////////
// set the parameters for this round based match
level.bRoundStarted = 0
// level.dmrespawning = 1 // 1 or 0
level.clockside = axis // set to axis, allies, kills, or draw
level.dmroundlimit = 15 // round time limit in minutes
level.numObjectives = 5 // Number of objectives needed to win
level.hangar1_switch_up = 1
level.hangar2_switch_up = 1
level.runway_switch_up = 1
//////////////////////////
if (!level.mef_devmode)
{
level waittill roundstart
}
//////////////////////////
thread init_switches
thread init_spawner_bombs
//Flip the hangar switch
thread toggle_hangar_1_doors_switch
//Setup the starting team objectives
thread set_objectives
level.bRoundStarted = 1
end
//----------------------------------------------------------
//Destroy the Allied spawner here
//----------------------------------------------------------
destroy_allied_spawner local.planter:
iprintln "The Allied transport has been destroyed!"
//Take over the objective
$obj_allied_spawner TakeOver 0
waitthread global/libmef/tow.scr::spawner_destroyed allies
iprintln "The Allied Team can no longer respawn!"
//Give the planter some points
if( local.planter != NULL && local.planter != NIL )
{
local.planter AddKills 5
}
thread Check_End_Match
end
//----------------------------------------------------------
//Destroy the Axis spawner here
//----------------------------------------------------------
destroy_axis_spawner local.planter:
iprintln "The Axis Motorpool has been destroyed!"
//Take over the objective
$obj_axis_spawner TakeOver 1
waitthread global/libmef/tow.scr::spawner_destroyed axis
iprintln "The Axis Team can no longer respawn!"
//Give the planter some points
if( local.planter != NULL && local.planter != NIL )
{
local.planter AddKills 5
}
thread Check_End_Match
end
//----------------------------------------------------------
//Open/close the 1st Hangar Doors here
//----------------------------------------------------------
toggle_hangar_doors_1:
if (parm.other.mef_spectator)
{
end
}
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $obj_hangar_doors_1.ControlledBy != 0 )
{
//flip the switch
thread toggle_hangar_1_doors_switch
//Close the hangar doors
$hangar_doors_1 close $hangar_doors_1_entity
$hangar_doors_1 playsound hanger_closed
$obj_hangar_doors_1 TakeOver 0
waitthread global/libmef/tow.scr::objective_captured axis
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Axis have closed the 1st Hangar Doors!"
}
}
else if( parm.other.dmteam == allies )
{
if( $obj_hangar_doors_1.ControlledBy != 1 )
{
//flip the switch
thread toggle_hangar_1_doors_switch
//Open the pen doors
$hangar_doors_1 open $hangar_doors_1_entity
$hangar_doors_1 playsound hanger_open
$obj_hangar_doors_1 TakeOver 1
waitthread global/libmef/tow.scr::objective_captured allies
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Allies have opened the 1st Hangar Doors!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Open/close the 2st Hangar Doors here
//----------------------------------------------------------
toggle_hangar_doors_2:
if (parm.other.mef_spectator)
{
end
}
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == axis )
{
if( $obj_hangar_doors_2.ControlledBy != 0 )
{
//flip the switch
thread toggle_hangar_2_doors_switch
//Close the hangar doors
$hangar_doors_2 close $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_closed
$obj_hangar_doors_2 TakeOver 0
waitthread global/libmef/tow.scr::objective_captured axis
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Axis have closed the 2nd Hangar Doors!"
}
}
else if( parm.other.dmteam == allies )
{
if( $obj_hangar_doors_2.ControlledBy != 1 )
{
//flip the switch
thread toggle_hangar_2_doors_switch
//Open the hangar doors
$hangar_doors_2 open $hangar_doors_2_entity
$hangar_doors_2 playsound hanger_open
$obj_hangar_doors_2 TakeOver 1
waitthread global/libmef/tow.scr::objective_captured allies
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Allies have opened the 2nd Hangar Doors!"
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Turn on/Shut down the runway lights
//----------------------------------------------------------
toggle_runway_lights:
if (parm.other.mef_spectator)
{
end
}
if( level.bRoundStarted == 1 )
{
if( parm.other.dmteam == allies )
{
if( $obj_runway_lights.ControlledBy != 1 )
{
//Take the objective
$obj_runway_lights TakeOver 1
waitthread global/libmef/tow.scr::objective_captured allies
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Allies have turned on the Runway Lights!"
//flip the switch
thread toggle_runway_switch
waitthread turn_on_runway_lights
}
}
else if( parm.other.dmteam == axis )
{
if( $obj_runway_lights.ControlledBy != 0 )
{
//Take the objective
$obj_runway_lights TakeOver 0
waitthread global/libmef/tow.scr::objective_captured axis
//Give 2 points for taking objective
parm.other AddKills 2
iprintln "The Axis have turned off the Runway Lights!"
//flip the switch
thread toggle_runway_switch
waitthread turn_off_runway_lights
}
}
//Did anyone win?
thread Check_End_Match
//Update team current objectives
thread set_objectives
}
end
//----------------------------------------------------------
//Initialize the runway lights
//----------------------------------------------------------
init_runway_lights:
$run_lights_01 hide
$run_lights_02 hide
$run_lights_03 hide
$run_lights_04 hide
$run_lights_05 hide
$run_lights_06 hide
$run_lights_07 hide
$run_lights_08 hide
$run_lights_09 hide
$run_lights_10 hide
$run_lights_11 hide
$run_lights_12 hide
end
//----------------------------------------------------------
//Set the teams current objectives
//----------------------------------------------------------
set_objectives:
//First lets do the allies
if( $obj_hangar_doors_1.ControlledBy == 0 )
{
$obj_hangar_doors_1 SetCurrent 1
}
else if( $obj_runway_lights.ControlledBy == 0 )
{
$obj_runway_lights SetCurrent 1
}
else if( $obj_hangar_doors_2.ControlledBy == 0 )
{
$obj_hangar_doors_2 SetCurrent 1
}
else if( $obj_axis_spawner.ControlledBy == 0 )
{
$obj_axis_spawner SetCurrent 1
}
//Now the Axis
if( $obj_hangar_doors_2.ControlledBy == 1 )
{
$obj_hangar_doors_2 SetCurrent 0
}
else if( $obj_runway_lights.ControlledBy == 1 )
{
$obj_runway_lights SetCurrent 0
}
else if( $obj_hangar_doors_1.ControlledBy == 1 )
{
$obj_hangar_doors_1 SetCurrent 0
}
else if( $obj_allied_spawner.ControlledBy == 1 )
{
$obj_allied_spawner SetCurrent 0
}
end
//----------------------------------------------------------
//init the spawner bombs
//----------------------------------------------------------
init_spawner_bombs:
//Allied spawner bomb
$gmc_bomb thread global/libmef/bomb.scr::tow_bomb_thinker "axis" maps/obj/MP_Flughafen_TOW.scr::destroy_allied_spawner
$opel_bomb thread global/libmef/bomb.scr::tow_bomb_thinker "allies" maps/obj/MP_Flughafen_TOW.scr::destroy_axis_spawner
end
//----------------------------------------------------------
//init the trigger switches
//----------------------------------------------------------
init_switches:
$hangar_doors_1_switch bind $hangar_doors_1_switch_origin
$hangar_doors_2_switch bind $hangar_doors_2_switch_origin
$runway_switch bind $runway_switch_origin
//make all the switches non solid so as not to injure the player when triggered.
$hangar_doors_1_switch notsolid
$hangar_doors_1_switch_origin notsolid
$hangar_doors_2_switch notsolid
$hangar_doors_2_switch_origin notsolid
$runway_switch notsolid
$runway_switch_origin notsolid
end
//--------------------------------------------------------------
//Open hangar 1 doors
//--------------------------------------------------------------
toggle_hangar_1_doors_switch:
if( level.hangar1_switch_up == 1 )
{
level.hangar1_switch_up = 0
$hangar_doors_1_switch_origin speed 1.0
$hangar_doors_1_switch_origin rotatezdownto 180
$hangar_doors_1_switch_origin waitmove
$hangar_doors_1_switch_origin playsound switchbox
}
else
{
level.hangar1_switch_up = 1
$hangar_doors_1_switch_origin speed 1.0
$hangar_doors_1_switch_origin rotatezupto 0
$hangar_doors_1_switch_origin waitmove
$hangar_doors_1_switch_origin playsound switchbox
}
end
//--------------------------------------------------------------
//Open hangar 2 doors
//--------------------------------------------------------------
toggle_hangar_2_doors_switch:
if( level.hangar2_switch_up == 1 )
{
level.hangar2_switch_up = 0
$hangar_doors_2_switch_origin speed 1.0
$hangar_doors_2_switch_origin rotatezdownto 180
$hangar_doors_2_switch_origin waitmove
$hangar_doors_2_switch_origin playsound switchbox
}
else
{
level.hangar2_switch_up = 1
$hangar_doors_2_switch_origin speed 1.0
$hangar_doors_2_switch_origin rotatezupto 0
$hangar_doors_2_switch_origin waitmove
$hangar_doors_2_switch_origin playsound switchbox
}
end
//--------------------------------------------------------------
//Turn on Runway Lights
//--------------------------------------------------------------
toggle_runway_switch:
if( level.runway_switch_up == 1 )
{
level.runway_switch_up = 0
$runway_switch_origin speed 1.0
$runway_switch_origin rotatezdownto 180
$runway_switch_origin waitmove
$runway_switch_origin playsound switchbox
}
else
{
level.runway_switch_up = 1
$runway_switch_origin speed 1.0
$runway_switch_origin rotatezupto 0
$runway_switch_origin waitmove
$runway_switch_origin playsound switchbox
}
end
//-----------------------------------------------
// Turn off the runway lights
//-----------------------------------------------
turn_on_runway_lights:
//Turn on the lights
$run_lights_01 show
$run_lights_01 playsound runway_lights_on
wait .2
$run_lights_02 show
$run_lights_02 playsound runway_lights_on
wait .2
$run_lights_03 show
$run_lights_03 playsound runway_lights_on
wait .2
$run_lights_04 show
$run_lights_04 playsound runway_lights_on
wait .2
$run_lights_05 show
$run_lights_05 playsound runway_lights_on
wait .2
$run_lights_06 show
$run_lights_06 playsound runway_lights_on
wait .2
$run_lights_07 show
$run_lights_07 playsound runway_lights_on
wait .2
$run_lights_08 show
$run_lights_08 playsound runway_lights_on
wait .2
$run_lights_09 show
$run_lights_09 playsound runway_lights_on
wait .2
$run_lights_10 show
$run_lights_10 playsound runway_lights_on
wait .2
$run_lights_11 show
$run_lights_11 playsound runway_lights_on
wait .2
$run_lights_12 show
$run_lights_12 playsound runway_lights_on
end
//-----------------------------------------------
// Turn off the runway lights
//-----------------------------------------------
turn_off_runway_lights:
//Turn off the lights
$run_lights_01 hide
$run_lights_01 playsound runway_lights_off
wait .2
$run_lights_02 hide
$run_lights_02 playsound runway_lights_off
wait .2
$run_lights_03 hide
$run_lights_03 playsound runway_lights_off
wait .2
$run_lights_04 hide
$run_lights_04 playsound runway_lights_off
wait .2
$run_lights_05 hide
$run_lights_05 playsound runway_lights_off
wait .2
$run_lights_06 hide
$run_lights_06 playsound runway_lights_off
wait .2
$run_lights_07 hide
$run_lights_07 playsound runway_lights_off
wait .2
$run_lights_08 hide
$run_lights_08 playsound runway_lights_off
wait .2
$run_lights_09 hide
$run_lights_09 playsound runway_lights_off
wait .2
$run_lights_10 hide
$run_lights_10 playsound runway_lights_off
wait .2
$run_lights_11 hide
$run_lights_11 playsound runway_lights_off
wait .2
$run_lights_12 hide
$run_lights_12 playsound runway_lights_off
end
//-----------------------------------------------
// Check for end match condition
//-----------------------------------------------
Check_End_Match:
local.nAxis = 0
//Allied Spawner
if( $obj_allied_spawner.ControlledBy == 0 )
{
local.nAxis++
}
//Axis Spawner
if( $obj_axis_spawner.ControlledBy == 0 )
{
local.nAxis++
}
//Hangar Doors 1
if( $obj_hangar_doors_1.ControlledBy == 0 )
{
local.nAxis++
}
//Hangar Doors 2
if( $obj_hangar_doors_2.ControlledBy == 0 )
{
local.nAxis++
}
//Runway lights
if( $obj_runway_lights.ControlledBy == 0 )
{
local.nAxis++
}
//Allies first
if( $obj_runway_lights.ControlledBy == 1 && $obj_hangar_doors_1.ControlledBy == 1 && $obj_hangar_doors_2.ControlledBy == 1 )
{
//Only show the movie if the wingame cvar has not been set yet.
local.winstate = int( getcvar( g_TOW_winstate ) )
if( local.winstate == 0 )
{
setcvar "g_TOW_winstate" "1"
//ignore the clock
level ignoreclock 1
level.mef_gameover = 1
//if there is a bomb ticking stop it.
waitthread global/libmef/bomb.scr::StopBomb
//Allies win do the movie then end the map
thread AlliesWon
}
}
else if( local.nAxis == level.numObjectives )
{
//Only show the movie if the wingame cvar has not been set yet.
local.winstate = int( getcvar( g_TOW_winstate ) )
if( local.winstate == 0 )
{
setcvar "g_TOW_winstate" "1"
//ignore the clock
level ignoreclock 1
level.mef_gameover = 1
//if there is a bomb ticking stop it.
waitthread global/libmef/bomb.scr::StopBomb
//Axis win do their movie and end the map
thread AxisWon
}
}
end
//-------------------------------------------------------------
// Do the Allied camera stuff
//-------------------------------------------------------------
DoAlliedCamera local.ent:
local.camera = spawn func_camera origin $cam01.origin angles $cam01.angles
local.camera fov 100
local.camera watch local.ent
local.camera cut
cuecamera local.camera
end
//-------------------------------------------------------------
// when allies win, we watch the two planes take off and do a
// fly-by passed each other....
//-------------------------------------------------------------
AlliesWon:
$player nodamage
$player hide
freezeplayer
drawhud 0
level.mef_hidehud = 1
level ignoreclock 1
level.mef_gameover = 1
// FIX BEFORE RELEASE: delete the following comment before release
// added by JP to so vote can be held to end the oppression of the cinematic
// See why we need to delete that? :-), what are you doing reading this anyway
level.cinematic = getcvar(g_cinematics_off)
if(level.cinematic == "1")
{
freezeplayer
waitthread global/libmef/util.scr::do_teamwin allies
end
}
forcemusic aux2 aux2
local.plane = spawn script_model model vehicles/ho-ix.tik origin $p00.origin angles $p00.angles
local.plane notsolid
local.plane thread TakeOff $p00
thread DoAlliedCamera local.plane
local.plane2 = spawn script_model model vehicles/ho-ix.tik origin $p_00.origin angles $p_00.angles
local.plane2 waitthread TakeOff $p_00
forcemusic aux3 aux3
waitthread global/libmef/util.scr::do_teamwin allies
wait 5
end
//-------------------------------------------------------------
// have the plane take off
//-------------------------------------------------------------
TakeOff local.path:
self notsolid
self playsound plane // todo: more appropriate sound maybe?
thread RaiseLandingGear
self followpath local.path
self waitmove
self delete
end
//--------------------------------------------------------------
// Raise the landing gear
//--------------------------------------------------------------
RaiseLandingGear:
wait 2
self anim takeoff
end
//-------------------------------------------------------------
// Watch the allies run by while the germans shoot at them...
// much like berlin's ending....
// open hanger door?
//-------------------------------------------------------------
AxisWon:
$player nodamage
$player hide
freezeplayer
// added by JP to so vote can be held to end the oppression of the cinematic
level.cinematic = getcvar(g_cinematics_off)
if(level.cinematic == "1")
{
freezeplayer
waitthread global/libmef/util.scr::do_teamwin axis
end
}
drawhud 0
level.mef_hidehud = 1
forcemusic aux4 aux4
local.camera = spawn func_camera origin $axiswincam.origin angles $axiswincam.angles
local.camera cut
cuecamera local.camera
waitthread global/ai.scr::spawnset 30 set30
waitthread global/ai.scr::spawnset 40 set40
for (local.i=1;local.i<=$set30.size;local.i++)
{
$set30[local.i] thread RunAway
}
wait 0.75
for (local.i=1;local.i<=$set40.size;local.i++)
{
$set40[local.i] thread Chase
}
wait 7
$cine_hangar_doors close $cine_hangar_doors_entity
wait 8
forcemusic aux5 aux5
waitthread global/libmef/util.scr::do_teamwin axis
wait 5
end
//-------------------------------------------------------------
//RunAway dudes running away
//-------------------------------------------------------------
RunAway:
self exec global/disable_ai.scr
self nodamage
self runto self.target
end
//-------------------------------------------------------------
// Chase dudes chasing the dudes running away..
//-------------------------------------------------------------
Chase local.target:
self exec global/disable_ai.scr
self nodamage
self runto self.target
self thread FireShots $set30[1]
end
//-------------------------------------------------------------
// Fire!
//-------------------------------------------------------------
FireShots local.target:
self aimat local.target
while ( isAlive self )
{
local.rand = randomfloat 0.75
local.rand += 0.2
wait local.rand
self fire
}
end
well using your full script I can no longer find them. So dont know if they spaw or not..
Is there a way I could create my own trigger to do this maybe? I only want the plane triggers on omaha and flug...
I dont think it is a mod problem. Everything else runs fine. and since I used your whole script you copied and pasted there nothing should be conflicting it.
The only things that load from the dmprecache that is Admin Pro, MAM and foresight.
remove all mods and modded files
start with the MAM files
then place them back in 1 by 1 till u find yr fault
as for the fluggy map posted heres my ip so u can see for yrself that it do's work
194.105.134.170:12203
i wouldnt start with mam, i would put that in last :D.
see to remember mam conflicts with just about everything and is terrible anyway, also you shoulkdnt be loading AP from dmprecache, it uses other things to load. ambient.scr , i think mam may steal this also. HOWever triggers shoulkd still load.
no idea what the problem is :, maybe u got a weird version of AP and the cmd is different.
main local.origin local.team local.scale local.start_pos:
this is the trigger.scr file I got:
// 08/12/2005 16:43 Forced player to use pistol before he/she starts to use a plane, this fixed sniper
main local.origin local.team local.scale local.start_pos:
if(level.planes == NIL)
{
exec server_planes/setup.scr
}
if(local.origin==NIL)
{
println "no origin"
end
}
if(local.scale==NIL)
{
local.scale = .2
}
if(local.start_pos==NIL)
{
local.start_pos = self.origin + ( 0 0 100 )
}
if(local.team == NIL)
{
println "no team"
local.team = randomint (1) + 1
if(local.team == 0)
{
local.team = "axis"
}
else
{
local.team = "allies"
}
}
local.plane = spawn script_model "targetname" ("plane_trigger" + local.team)
if(local.team =="axis")
{
local.plane model "vehicles/fockwulffly.tik"
}
else
{
local.plane model "vehicles/p47fly.tik"
}
local.plane.origin = self.origin
local.plane.scale = .1
local.plane light 1 0 0 50
//local.plane notsolid
local.plane ghost
local.plane.shot = 0
local.plane_trig = spawn trigger_multiple "targetname" ("plane_trigger_fly" + local.team)
local.plane_trig.origin = self.origin
local.plane_trig setthread fly
local.plane_trig setsize ( -40 -40 -40 ) ( 40 40 40 )
local.plane_trig.plane_scale = local.scale
local.plane_trig.plane_start = self.origin
local.plane_trig.team = local.team
local.plane_trig_shot = spawn trigger_multiple "spawnflags" "128" "targetname" ("plane_shottrigger" + local.team)
local.plane_trig_shot.origin = local.origin
local.plane_trig_shot setthread shot
local.plane_trig_shot setsize ( -40 -40 -40 ) ( 40 40 40 )
local.plane_trig_shot.team = local.team
level waittill spawn
local.i[0] = 0
local.i[1] = 0
local.i[2] = 0
local.v[0] = 3
local.v[1] = 4
local.v[2] = 5
while(1)
{
if(local.minues!=1)
{
local.v[0] ++
local.v[1] ++
local.v[2] ++
}
if(local.v[2]==10)
{
local.minues=1
}
if(local.v[2]==3)
{
local.minues=0
}
if(local.minues==1)
{
local.v[0] --
local.v[1] --
local.v[2] --
}
for(local.p=0;local.p<=10;local.p++)
{
waitframe
local.i[0] += local.v[0]
local.i[1] += local.v[1]
local.i[2] += local.v[2]
if(local.plane.shot==1)
{
local.i[0] += local.v[0]
local.i[1] += local.v[1]
local.i[2] += local.v[2]
local.i[0] += local.v[0]
local.i[1] += local.v[1]
local.i[2] += local.v[2]
local.plane light 1 0 1 50
}
local.plane.angles = ( local.i[0] local.i[1] local.i[2] )
}
}
end
end
fly:
local.player = parm.other
if(local.player.flying != 1 && local.player.OWNS != 1)
{
local.team = parm.other.dmteam
local.use_teams = waitexec global/settings.scr::getcmd "use-teams"
if (local.use_teams == "1")
{
if(self.team != local.player.dmteam)
{
local.player iprint "You don't have the training for this aircraft"
local.plane = waitthread find_trig self.team self
local.plane light 0 0 1 100
waitframe
local.plane light 1 0 0 50
end
}
}
self nottriggerable
local.player useweaponclass pistol
wait 1
local.player.plane_start = self.start_pos
local.player scale self.plane_scale
local.player exec server_planes/server_fly.scr
local.trigdelay = waitexec global/settings.scr::getcmd "trig-delay"
local.trigdelay = int local.trigdelay
local.trig = waitthread find_trig self.team self
local.trig hide
wait local.trigdelay
local.trig show
self triggerable
}
end
shot:
local.trig = waitthread find_trig self.team self
local.trig.shot=1
wait 1
local.trig.shot=0
local.trig light 1 0 0 50
end
end
find_trig local.team local.trig:
for(local.i=1;local.i <= $("plane_trigger" + local.team).size;local.i++)
{
if(local.trig.origin == $("plane_trigger" + local.team)[local.i].origin)
{
end $("plane_trigger" + local.team)[local.i]
}
}
end
switch__all local.team local.dissable:
for(local.i=1;local.i <= $("plane_trigger_fly" + local.team).size;local.i++)
{
if(local.dissable == 1)
{
$("plane_trigger_fly" + local.team)[local.i] nottriggerable
$("plane_shottrigger" + local.team)[local.i] nottriggerable
$("plane_trigger" + local.team)[local.i] hide
}
else
{
$("plane_trigger_fly" + local.team)[local.i] triggerable
$("plane_shottrigger" + local.team)[local.i] triggerable
$("plane_trigger" + local.team)[local.i] show
}
}
end
from_fly local.team:
thread switch__all local.team 1
while(level.planes[local.team] == level.planes_max[local.team])
{
wait 1
}
thread switch__all local.team
end
If you know how to get my ap version that would be cool. I dont know what version I got. Been a while.
Would take me hours to remove all my other mods. I got them all in 1 mod file and wouldn't be sure what is ap and what isn't
hm, trigger script looks fine..
clueless :