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error 404
31st August 2005, 10:43
i made a map with destroyable barricade and 2 bridges and ive got real scripting trouble. im not good in it so i dont understand why do i have an error: "unknown event bridge1"

here is my script, thanks for all answers


Game_manager
{
spawn
{
}
trigger objective_counter //Counts allied objectives completed
{
accum 1 inc 1
trigger game_manager checkgame
}
trigger checkgame
{
accum 1 abort_if_not_equal 2
wm_setwinner 0
wait 1500
wm_endround
}
}
//barricade
barricade_script
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Axis are in the city!"
setstate barricade invisible
trigger game_manager objective_counter
}


//bridge1
bridge1_script
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Bridge no. 1 destroyed!
setstate bridge1 invisible
trigger game_manager objective_counter
}

//bridge2
bridge2_script
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Bridge no. 2 destroyed!
setstate bridge2 invisible
trigger game_manager objective_counter
}
}
}

Loffy
31st August 2005, 11:10
Hi!
I cannot answer your question because I cannot find the error.
However, you need to:
1) give accum number 1 the value of 0, in the spawn-section:

Game_manager
{
spawn
{
accum 1 set 0 // This will give accum number 1 the value of 0.
}
...


2) and you also need to put "wm_setwinner 1" somewhere in the spawn-section.
If the game goes on until the time is over, then team 1 will win. (1 = allies, 0 = axis).
Try this:

...
spawn
{
accum 1 set 0 // This will give accum number 1 the value of 0.
wm_setwinner 1 // Team 1 (allies) will win, when time is over.
}
...


//Loffy

error 404
31st August 2005, 11:18
hmm ok i will test it
thank you

error 404
31st August 2005, 11:59
OK now im testing my script. it works, but the bridges doesnt set into invisible when should be!
here is my script
Game_manager
{
spawn
{
}
trigger objective_counter //Counts allied objectives completed
{
accum 1 inc 1
trigger game_manager checkgame
}
trigger checkgame
{
accum 1 abort_if_not_equal 2
wm_setwinner 0
wait 1500
wm_endround
}
}

//Bridge 1
bridgea_script
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Axis has destroyed first bridge!"
trigger game_manager objective_counter
setstate bridgea invisible
}
}

//Bridge 2
bridgeb_script
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Axis has destroyed second bridge!"
trigger game_manager objective_counter
setstate bridgeb invisible
}
}

//Barricade
barricade_script
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Axis are now in the city!!"
setstate barricade invisible
}
}
}

Loffy
31st August 2005, 12:03
Hi again!
What entities do you have in your map, for example script_mover, func_constructible ?
//L.

PS. I think you will find a tutorial for dynamite objectives (like bridges) on Marko's web page: http://markoweb.free.fr/
But Marko's page is down, at the moment. You have to go the later.

error 404
31st August 2005, 12:10
yes ive got func_explosive for brides

error 404
31st August 2005, 12:11
and trigger_objective_info of course

viktwaar
26th December 2008, 12:42
hey guys...

i'm making a map for wolfenstein ET, where the Allies have to blow up a radiopost to win the game.
but when i blew up the radiopost the game doesn't end. when i bring up the console in ET i get this error:

''G_scripting: trigger has unknown name: game_manager''

here's my script:

game_manager
{
spawn
{
wm_axis_respawntime 10
wm_allied_respawntime 10
wm_set_round_timelimit 30

// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0

// Winner on expiration of round timer (0=Axis, 1=Allies, -1=Nobody)
wm_setwinner 0

wait 300

setautospawn "Axis Spawn" 0
setautospawn "Allied Spawn" 1
}

trigger allies_win
{
wm_announce "The Allies win the War"
wm_setwinner 1

wait 3000

wm_endround

}

}
// =================================================
wall
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}

death
{
alertentity wall_bits
trigger wall_toi remove

wm_announce "The Allies have destroyed the wall!"
}
}

wall_toi
{
trigger remove
{
remove
}
}
// =================================================
main_door
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}

death
{
alertentity main_door_bits
trigger main_door_toi remove

wm_announce "The Allies have destroyed the main door! Destroy the Radiopost!"
}
}

main_door_toi
{
trigger remove
{
remove
}
}
// =================================================
radiopost
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}

death
{
alertentity radiopost_bits
trigger radiopost_toi remove

wm_announce "The Allies have destroyed the Radiopost! We've lost our contact with Germany!"

trigger game_manager allies_win

}
}

radiopost_toi
{
trigger remove
{
remove
}
}