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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, batistablr, Welshy
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Author Topic: script help?
ricardos
General Member
Since: Aug 22, 2007
Posts: 186
Last: Nov 30, 2008
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Thursday, Aug. 28, 2008 02:32 pm
.KiLL3R. writes...
Quote:

2>
Make the lift and make it a script_brushmodel, give it a "script_noteworthy" of "lift"


getting complicated .. but what exactly do you mean by step 2?
Do i give it Key: script_noteworthy
value: lift


do you mean that?
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1090
Last: Dec 2, 2008
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Thursday, Aug. 28, 2008 02:55 pm
yup[cool]
ricardos
General Member
Since: Aug 22, 2007
Posts: 186
Last: Nov 30, 2008
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Thursday, Aug. 28, 2008 03:23 pm
.KiLL3R. writes...
Quote:
yup[cool]

I did it all... but still get this error:

cannot cast undefined to string: (file 'maps/mp/liften.gsc', line 10)
stuff = getentarray(self.target,"targetname");
*
called from:
(file 'maps/mp/liften.gsc', line 5)
lifts thread init_lift();
*
called from:
(file 'maps/mp/mp_kut.gsc', line 4)
maps\mp\liften::main();
*
started from:
(file 'maps/mp/mp_kut.gsc', line 1)
main()
*

where stands stuff for anyway? [confused]
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1090
Last: Dec 2, 2008
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Thursday, Aug. 28, 2008 03:34 pm
That means the trigger isnt connected to anything, should look like this... but with doors and a lift :P

ricardos
General Member
Since: Aug 22, 2007
Posts: 186
Last: Nov 30, 2008
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Thursday, Aug. 28, 2008 03:52 pm
.KiLL3R. writes...
Quote:
That means the trigger isnt connected to anything, should look like this... but with doors and a lift :P


I really did that , however i maybe know what it could be .. I see now i accidentally added a door to the other trigger.. i have NO idea how i did that since i didnt ever selected that trigger , bu i did it.. how do i Unconnect it?

second thing: I have origins in the door which i putted into the script_brushmodel too.. and which are named like script_noteworthy left_door_bla bla bla .. too ..

were the origins not needed?
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1090
Last: Dec 2, 2008
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Thursday, Aug. 28, 2008 03:57 pm
origin brushes arent needed if you just use movex/y/z

The lines will come from/go to the last brush made for that entity, cuz the 2 trigger brushes are the same entity, it will come from the last brush made for it

Select one of the trigger brushes and press N, what values and keys are there?

edited on Aug. 28, 2008 03:58 pm by .KiLL3R.
ricardos
General Member
Since: Aug 22, 2007
Posts: 186
Last: Nov 30, 2008
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Thursday, Aug. 28, 2008 04:00 pm
.KiLL3R. writes...
Quote:
origin brushes arent needed if you just use movex/y/z

The lines will come from/go to the last brush made for that entity, cuz the 2 trigger brushes are the same entity, it will come from the last brush made for it

Select one of the trigger brushes and press N, what values and keys are there?

edited on Aug. 28, 2008 03:58 pm by .KiLL3R.

Targetname
auto1


is that right?

wait .. Ill just Remap it all , becaus i screwed this up too much , i'll do it over again and let you know if it's working

edited on Aug. 28, 2008 04:01 pm by ricardos
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1090
Last: Dec 2, 2008
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Thursday, Aug. 28, 2008 04:05 pm
The trigger should have

Key: targetname
Value: lift_trigger

Key: target
Value: auto1 (the 1 may change though)


And the script_brushmodels should have

Key: targetname
Value: The same as the triggers target

Key: script_noteworthy
Value: Depends what part it is
ricardos
General Member
Since: Aug 22, 2007
Posts: 186
Last: Nov 30, 2008
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Thursday, Aug. 28, 2008 04:25 pm
.KiLL3R. writes...
Quote:
The trigger should have

Key: targetname
Value: lift_trigger

Key: target
Value: auto1 (the 1 may change though)


And the script_brushmodels should have

Key: targetname
Value: The same as the triggers target

Key: script_noteworthy
Value: Depends what part it is


Hello , i did it over , and i thought it worked.. so i started up the map.. i thought YESSSSSSSSS no errors.. i walked into the lift.. pressed the trigger. DAMNNNN error.. in line 39.. so i counted the lines.. if i didnt count wrong .. line 39 contains this:

self waittill("trigger");


Can i maybe send you the map or something? or did i do the mapping right this time? is it reallyt the script?
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1090
Last: Dec 2, 2008
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Thursday, Aug. 28, 2008 04:31 pm
oops, replace lift_think() function with this [rolleyes]


Code:
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