Hi, i was trying to convert map m4l2 from the single player game (MOHAA) since it's worked with a lot of other maps for me. But on this one there's an elevator, and whenever i try to get close to it, it's like an invisible wall stops me. Here's the code for it, any suggestions would be much appreciated:
main:
removeclass actor
removeclass health
removeclass AmmoEntity
removeclass item
removeclass object
setcvar "g_obj_alliedtext1" "M4l2"
setcvar "g_obj_alliedtext2" "Train Station"
setcvar "g_obj_alliedtext3" "SSWikingClan.com"
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" "WikingVictories"
setcvar "g_obj_axistext3" "72.232.214.22:12203"
setcvar "g_scoreboardpic" ""
setcvar "g_gametype" "1"
//FFA spawns
local.deathmatch = spawn info_player_deathmatch origin "-3158.32 4369.13 -95.88" angle 85.74
local.deathmatch = spawn info_player_deathmatch origin "-3141.71 3078.30 -239.88" angle -4.09
local.deathmatch = spawn info_player_deathmatch origin "-5385.17 2193.06 368.96" angle -4.77
local.deathmatch = spawn info_player_deathmatch origin "-4900.97 1916.83 361.95" angle 75.56
local.deathmatch = spawn info_player_deathmatch origin "-4495.87 1864.07 304.13" angle -68.22
local.deathmatch = spawn info_player_deathmatch origin "-5158.72 1119.48 288.13" angle 1.29
local.deathmatch = spawn info_player_deathmatch origin "-5406.88 1732.26 48.13" angle -7.44
local.deathmatch = spawn info_player_deathmatch origin "-4870.79 1539.41 48.13" angle 86.15
local.deathmatch = spawn info_player_deathmatch origin "-3079.13 4476.13 30.22" angle 173.50
local.deathmatch = spawn info_player_deathmatch origin "-2876.26 4491.42 48.13" angle -0.47
//you can make the above axis and below allied or vice versa
local.deathmatch = spawn info_player_deathmatch origin "-1816.43 3464.73 0.13" angle 157.63
local.deathmatch = spawn info_player_deathmatch origin "-6077.24 3277.84 112.13" angle 141.74
local.deathmatch = spawn info_player_deathmatch origin "-7452.79 4099.97 0.13" angle -38.84
local.deathmatch = spawn info_player_deathmatch origin "-6509.53 2868.95 328.13" angle 78.29
local.deathmatch = spawn info_player_deathmatch origin "-5642.54 4760.73 383.28" angle -95.72
local.deathmatch = spawn info_player_deathmatch origin "-5529.95 -3940.41 392.13" angle -95.89
local.deathmatch = spawn info_player_deathmatch origin "-1651.12 3502.71 46.67" angle -151.83
local.deathmatch = spawn info_player_deathmatch origin "-2578.59 -55.20 0.13" angle -120.34
local.deathmatch = spawn info_player_deathmatch origin "-2139.14 915.13 114.23" angle 83.41
local.deathmatch = spawn info_player_deathmatch origin "-2552.22 961.71 64.13" angle 81.30
local.deathmatch = spawn info_player_deathmatch origin "-2395.40 1046.41 86.98" angle 86.27
local.deathmatch = spawn info_player_deathmatch origin "-1397.11 1195.44 205.49" angle 5.32
local.deathmatch = spawn info_player_deathmatch origin "-45.41 1575.15 0.99" angle -94.03
local.deathmatch = spawn info_player_deathmatch origin "3342.53 2967.73 254.58" angle -116.50
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/m4l2.scr
exec global/ambient.scr m4l2
exec global/door_locked.scr::lock
exec global/exploder.scr
messages:
level waittill spawn
level.clockside = kills
level.dmrespawning = 1
end
// Thanks
Try this m8 ...
main:
removeclass actor
removeclass health
removeclass AmmoEntity
removeclass item
removeclass object
$clip1 remove // <---- clip at top
$clip2 remove // <---- clip at bottom
setcvar "g_obj_alliedtext1" "M4l2"
setcvar "g_obj_alliedtext2" "Train Station"
setcvar "g_obj_alliedtext3" "SSWikingClan.com"
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" "WikingVictories"
setcvar "g_obj_axistext3" "72.232.214.22:12203"
setcvar "g_scoreboardpic" ""
setcvar "g_gametype" "1"
//FFA spawns
local.deathmatch = spawn info_player_deathmatch origin "-3158.32 4369.13 -95.88" angle 85.74
local.deathmatch = spawn info_player_deathmatch origin "-3141.71 3078.30 -239.88" angle -4.09
local.deathmatch = spawn info_player_deathmatch origin "-5385.17 2193.06 368.96" angle -4.77
local.deathmatch = spawn info_player_deathmatch origin "-4900.97 1916.83 361.95" angle 75.56
local.deathmatch = spawn info_player_deathmatch origin "-4495.87 1864.07 304.13" angle -68.22
local.deathmatch = spawn info_player_deathmatch origin "-5158.72 1119.48 288.13" angle 1.29
local.deathmatch = spawn info_player_deathmatch origin "-5406.88 1732.26 48.13" angle -7.44
local.deathmatch = spawn info_player_deathmatch origin "-4870.79 1539.41 48.13" angle 86.15
local.deathmatch = spawn info_player_deathmatch origin "-3079.13 4476.13 30.22" angle 173.50
local.deathmatch = spawn info_player_deathmatch origin "-2876.26 4491.42 48.13" angle -0.47
//you can make the above axis and below allied or vice versa
local.deathmatch = spawn info_player_deathmatch origin "-1816.43 3464.73 0.13" angle 157.63
local.deathmatch = spawn info_player_deathmatch origin "-6077.24 3277.84 112.13" angle 141.74
local.deathmatch = spawn info_player_deathmatch origin "-7452.79 4099.97 0.13" angle -38.84
local.deathmatch = spawn info_player_deathmatch origin "-6509.53 2868.95 328.13" angle 78.29
local.deathmatch = spawn info_player_deathmatch origin "-5642.54 4760.73 383.28" angle -95.72
local.deathmatch = spawn info_player_deathmatch origin "-5529.95 -3940.41 392.13" angle -95.89
local.deathmatch = spawn info_player_deathmatch origin "-1651.12 3502.71 46.67" angle -151.83
local.deathmatch = spawn info_player_deathmatch origin "-2578.59 -55.20 0.13" angle -120.34
local.deathmatch = spawn info_player_deathmatch origin "-2139.14 915.13 114.23" angle 83.41
local.deathmatch = spawn info_player_deathmatch origin "-2552.22 961.71 64.13" angle 81.30
local.deathmatch = spawn info_player_deathmatch origin "-2395.40 1046.41 86.98" angle 86.27
local.deathmatch = spawn info_player_deathmatch origin "-1397.11 1195.44 205.49" angle 5.32
local.deathmatch = spawn info_player_deathmatch origin "-45.41 1575.15 0.99" angle -94.03
local.deathmatch = spawn info_player_deathmatch origin "3342.53 2967.73 254.58" angle -116.50
level waittill prespawn
exec global/DMprecache.scr
level.script = maps/m4l2.scr
exec global/ambient.scr m4l2
exec global/door_locked.scr::lock
exec global/exploder.scr
level waittill spawn
thread elevatorprep
level.clockside = kills
level.dmrespawning = 1
end
//*********************************************
// Elevator setup
//*********************************************
elevatorprep:
//*** Gate Position
$elevator_gate_1 movedown 70
$elevator_gate_1 waitmove
//*** Switch Position
$elevator_switch bind $elevator_cab
$elevator_switch anim off
//*** Elevator Speeds
$elevator_cab time 4
$elevator_gate_1 time 0.75
$elevator_gate_2 time 0.75
//*** Elevator Clips
// $clip1 notsolid
// $clip2 notsolid
end
//*********************************************
// Start looping electric hum sounds
//*********************************************
start_electrichums:
for (local.i = 1 ; local.i <= $electrichum.size ; local.i ++)
{
$electrichum[local.i] loopsound electrical_hum2
}
end
//*********************************************
// Elevator move down
//*********************************************
elevator_movedown:
//if ($clip1 istouching $player)
// end
$elevator_movedown_trigger nottriggerable
$elevator_moveup_trigger triggerable
// $clip1 solid
$elevator_switch anim turn
$elevator_switch anim waittill animdone
$elevator_switch anim on
$elevator_gate_1 playsound elevator_gate
$elevator_gate_1 moveup 70
$elevator_gate_1 waitmove
wait 1
$elevator_cab playsound elevator_start wait
wait .5
$elevator_cab playsound elevator_run
$elevator_cab moveto $elevator_way2
$elevator_cab waitmove
wait 1
$elevator_gate_2 playsound elevator_gate
$elevator_gate_2 movedown 70
$elevator_gate_2 waitmove
// $clip2 notsolid
$elevator_switch anim off
end
//*********************************************
// Elevator move up
//*********************************************
elevator_moveup:
// if ($clip2 istouching $player)
// end
$elevator_moveup_trigger nottriggerable
$elevator_movedown_trigger triggerable
// $clip2 solid
$elevator_switch anim turn
$elevator_switch anim waittill animdone
$elevator_switch anim on
$elevator_gate_2 playsound elevator_gate
$elevator_gate_2 moveup 70
$elevator_gate_2 waitmove
wait 1
$elevator_cab playsound elevator_start wait
wait .5
$elevator_cab playsound elevator_run
$elevator_cab moveto $elevator_way1
$elevator_cab waitmove
wait 1
$elevator_gate_1 playsound elevator_gate
$elevator_gate_1 movedown 70
$elevator_gate_1 waitmove
// $clip1 notsolid
$elevator_switch anim off
end
Brilliant, thanks