Have questions about CoD4 mapping that aren't covered in the tutorials section? Post here!
Moderator: Core Staff
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mr-x
- CJ Newbie

- Posts: 61
- Joined: March 7th, 2010, 3:33 pm
Post
by mr-x » April 19th, 2010, 12:39 pm
Code: Select all
main()
{
maps\mp\_load::main();
ambientPlay("ambient_backlot_ext");
game["allies"] = "sas";
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");
thread don1 ();
}
don1()
{
musha=getent("don","targetname");
while (1)
{
musha waittill ("trigger",player);
if (!isDefined (player.done)){
player.done=true;
iprintlnbold ("Gratz you done");
thread dooropen ();
}
else {
player.done=false;
thread doortrig ();
}
}
}
dooropen ()
{
trigger = getent ("checking","targetname");
doorr=getent ("left","targetname");
while (1)
{
trigger waittill ("trigger",player);
if (player istouching (trigger) && player.done == true )
{
doorr moveY (-90,0.5);
doorr waittill("movedone");
wait 2;
doorr moveY (90,0.5);
doorr waittill("movedone");
}
}
}
doortrig ()
{
trigger = getent ("checking","targetname");
while (1)
{
trigger waittill("trigger",player);
if (player istouching (trigger) && player.done==false )
player suicide ();
}
}
if player done = true player suicide door never open

-
Drofder2004
- Core Staff

- Posts: 13315
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
Post
by Drofder2004 » April 19th, 2010, 2:12 pm
Explain exactly what should happen, because at the moment you are evetually going to cause infinite loops and multiple threads.
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mr-x
- CJ Newbie

- Posts: 61
- Joined: March 7th, 2010, 3:33 pm
Post
by mr-x » April 19th, 2010, 2:14 pm
i want if player done the map he can open the dor if he doesnt he die
but
i tried it when done the map player suicide
-
mr-x
- CJ Newbie

- Posts: 61
- Joined: March 7th, 2010, 3:33 pm
Post
by mr-x » April 19th, 2010, 2:29 pm
fixed ty
Code: Select all
main()
{
maps\mp\_load::main();
ambientPlay("ambient_backlot_ext");
game["allies"] = "sas";
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");
thread don1 ();
thread dooropen ();
}
don1()
{
musha=getent("don","targetname");
while (1)
{
musha waittill ("trigger",player);
if (!isDefined (player.done)){
player.done=true;
iprintlnbold ("Gratz you're done");
}
}
}
dooropen ()
{
trigger = getent ("checking","targetname");
doorr=getent ("left","targetname");
while (1)
{
trigger waittill ("trigger",player);
if (player istouching (trigger) )
{
if (isDefined (player.done))
{
doorr moveY (-90,0.5);
doorr waittill("movedone");
wait 2;
doorr moveY (90,0.5);
doorr waittill("movedone");
}
else
{
player suicide ();
}
}
}
}
-
Hoogie
- Core Staff

- Posts: 3974
- Joined: September 2nd, 2008, 10:22 am
- Location: Holland
Post
by Hoogie » April 19th, 2010, 3:00 pm
So when you finish you die?
Great.
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mr-x
- CJ Newbie

- Posts: 61
- Joined: March 7th, 2010, 3:33 pm
Post
by mr-x » April 19th, 2010, 4:21 pm
i prefer u read it again
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