SP to MP conversion

Started by masterG, September 17, 2006, 10:03:51 PM

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masterG

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

Cobra {sfx}

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
   
Sleep? What is that?

masterG