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Help please? im new to mapping and scripting

Posted: August 7th, 2011, 2:01 am
by squidboy112
im new to mapping and scripting and i am trying to put a moving door in my map and it says "script compile error could not find script maps\mp\_door::main();

mp_testmap:

Code: Select all

main()
{   maps\mp\_door::main();
    maps\mp\_load::main();
    
    ambientPlay("ambient_backlot_ext");
    
               game["allies"] = "marines";
               game["axis"] = "opfor";
               game["attackers"] = "axis";
               game["defenders"] = "allies";
               game["allies_soldiertype"] = "woodland";
               game["axis_soldiertype"] = "woodland";

    
    setdvar( "r_specularcolorscale", "1" );
    
    setdvar("r_glowbloomintensity0",".25");
    setdvar("r_glowbloomintensity1",".25");
    setdvar("r_glowskybleedintensity0",".3");
    setdvar("compassmaxrange","1800");
    


}
and _door is:

Code: Select all

main()
{   
    maps\mp\_load::main();
    
    ambientPlay("ambient_backlot_ext");
    
                game["allies"] = "marines";
               game["axis"] = "opfor";
               game["attackers"] = "axis";
               game["defenders"] = "allies";
               game["allies_soldiertype"] = "woodland";
               game["axis_soldiertype"] = "woodland";

    
    setdvar( "r_specularcolorscale", "1" );
    
    setdvar("r_glowbloomintensity0",".25");
    setdvar("r_glowbloomintensity1",".25");
    setdvar("r_glowskybleedintensity0",".3");
    setdvar("compassmaxrange","1800");
    


}

doortriggers = getentarray("doortrig","Targetname");
for(i=0;i<doortriggers.size;i++)
doortriggers[i] thread door_think();
}

door_think()
{
self.doormoving = false;
self.doorclosed = true;
self.doormodel = getent(self.target, "targetname");

while (1)
{
self waittill("trigger");
if(!self.doormoving)
self thread door_move();
}
}

door_move()
{
self.doormoving = true;
if(self.doorclosed)
{
self.doormodel rotateyaw(-90,1,0.5,0.5);
self.doormodel waittill("rotatedone");
self.doorclosed = false;
}
else
{
self.doormodel rotateyaw(90,1,0.5,0.5);
self.doormodel waittill("rotatedone");
self.doorclosed = true;
}
self.doormoving = false;
}
any help or rescripting?

Re: Help please? im new to mapping and scripting

Posted: August 7th, 2011, 8:11 am
by Goro92

Code: Select all

main()
{   maps\mp\_door::main();
    maps\mp\_load::main();
    
    ambientPlay("ambient_backlot_ext");
    
               game["allies"] = "marines";
               game["axis"] = "opfor";
               game["attackers"] = "axis";
               game["defenders"] = "allies";
               game["allies_soldiertype"] = "woodland";
               game["axis_soldiertype"] = "woodland";
 
    
    setdvar( "r_specularcolorscale", "1" );
    setdvar("r_glowbloomintensity0",".25");
    setdvar("r_glowbloomintensity1",".25");
    setdvar("r_glowskybleedintensity0",".3");
    setdvar("compassmaxrange","1800");
  
    thread door();
  }
 
 
door()
{
 
 
doortriggers = getentarray("doortrig","Targetname");
for(i=0;i<doortriggers.size;i++)
doortriggers[i] thread door_think();
}
 
door_think()
{
self.doormoving = false;
self.doorclosed = true;
self.doormodel = getent(self.target, "targetname");
 
while (1)
{
self waittill("trigger");
if(!self.doormoving)
self thread door_move();
}
}
 
door_move()
{
self.doormoving = true;
if(self.doorclosed)
{
self.doormodel rotateyaw(-90,1,0.5,0.5);
self.doormodel waittill("rotatedone");
self.doorclosed = false;
}
else
{
self.doormodel rotateyaw(90,1,0.5,0.5);
self.doormodel waittill("rotatedone");
self.doorclosed = true;
}
self.doormoving = false;
}

Re: Help please? im new to mapping and scripting

Posted: August 7th, 2011, 12:03 pm
by Pedsdude
serveaiuto wrote:...
The bit after the { on line 2 is no longer required.

Re: Help please? im new to mapping and scripting

Posted: August 7th, 2011, 1:25 pm
by squidboy112
Thanks for the help guys :D

Re: Help please? im new to mapping and scripting

Posted: August 7th, 2011, 1:45 pm
by squidboy112
Pedsdude wrote: The bit after the { on line 2 is no longer required.
but then i remove that and then the door doesnt open, is that a problem to do with the mapping?

Re: Help please? im new to mapping and scripting

Posted: August 7th, 2011, 4:11 pm
by Goro92
Pedsdude wrote: The bit after the { on line 2 is no longer required.
yep :oops:

Re: Help please? im new to mapping and scripting

Posted: August 7th, 2011, 4:20 pm
by Goro92
squidboy112 wrote: but then i remove that and then the door doesnt open, is that a problem to do with the mapping?
i suggest u to create the door with a scriptbrushmodel

so create a trigger-->targetname: doortrig
and a scriptbrushmodel-->targetname: doorbrush


Code: Select all

main()
{   
    maps\mp\_load::main();
    
    ambientPlay("ambient_backlot_ext");
    
               game["allies"] = "marines";
               game["axis"] = "opfor";
               game["attackers"] = "axis";
               game["defenders"] = "allies";
               game["allies_soldiertype"] = "woodland";
               game["axis_soldiertype"] = "woodland";
 
    
    setdvar( "r_specularcolorscale", "1" );
    setdvar("r_glowbloomintensity0",".25");
    setdvar("r_glowbloomintensity1",".25");
    setdvar("r_glowskybleedintensity0",".3");
    setdvar("compassmaxrange","1800");
  
    thread door();
  }
 
 
door()
{
 
 
doortriggers = getentarray("doortrig","Targetname");
for(i=0;i<doortriggers.size;i++)
doortriggers[i] thread door_think();
}
 
door_think()
{
level.doormoving = false;
level.doorclosed = true;
doorbrush = getent("doorbrush", "targetname");
 
while (1)
{
self waittill("trigger");
if(!self.doormoving)
self thread door_move();
}
}
 
door_move()
{
level.doormoving = true;
if(self.doorclosed)
{
doorbrush rotateyaw(-90,1,0.5,0.5);
doorbrush waittill("rotatedone");
level.doorclosed = false;
}
else
{
doorbrush rotateyaw(90,1,0.5,0.5);
doorbrush waittill("rotatedone");
level.doorclosed = true;
}
level.doormoving = false;
}
i'm noob too in script...idk if this script works but try...if doesn't work wait for some scripter better than me :wink: