Plane Triggers

Started by SleePy, June 12, 2006, 01:09:19 AM

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SleePy

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?
LcT Webmaster - LcT|DiE|SleePy
sleepy@lordsofclantribe.com

unionjack

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

SleePy


      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..
LcT Webmaster - LcT|DiE|SleePy
sleepy@lordsofclantribe.com

unionjack

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

SleePy

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.
LcT Webmaster - LcT|DiE|SleePy
sleepy@lordsofclantribe.com

unionjack

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

Elgan {sfx}

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:

SleePy

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
LcT Webmaster - LcT|DiE|SleePy
sleepy@lordsofclantribe.com

Elgan {sfx}

hm, trigger script looks fine..

   

   

   clueless :