Soviet's Mapping Help
Moderator: Core Staff
Try
Code: Select all
main()
{
trapdoor();
}
trapdoor()
{
door = getent ("trapdoor","targetname"); //the door it self with the origin
door_trigger = getent ("trapdoor_trigger","targetname"); // a trigger use to activte the door
while(1)
{
door_trigger waittill ("trigger");
door rotateto ((0, 110,0), 1);
wait 4;
door rotateto ((0, 0,0), 1);
}
}
well just change the (110,1.5,0.5,0); to like (0, 110,0), 1); ....the first 3 numbers are mean x, y, z and whatever number u put in there is the degree it rotates on that axis, so (0, 110,0), 1); means it will rotate 110 degrees on the y axis in 1 seconds.
and with rotateto it means it always rotates from its original position, so to make it rotate back to its original position its rotateto (0, 0,0), 1); back to its original position...if u tried rotateto (0, -110,0), 1); then it would rotate back to 0,0,0 and -110
and with rotateto it means it always rotates from its original position, so to make it rotate back to its original position its rotateto (0, 0,0), 1); back to its original position...if u tried rotateto (0, -110,0), 1); then it would rotate back to 0,0,0 and -110

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If you are using CoDUO Maker to launch your map for testing then your console will tell you exactly what the error is.Soviet wrote:i did that, but i'm still getting bad syntax script compile error
If you are no using CoDUOMaker, then before you load your map type in console
/developer 1
Then load the map to get the error.
Then copy the error into your next post.

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- Core Staff
- Posts: 13315
- Joined: April 13th, 2005, 8:22 pm
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Not sure what that error is, it seems something has been given a value of tdm (may not be your map, as the error is before map loads)Soviet wrote:don't know if this is what part you are talking about....
Your looking for an error like Lukes pic.
(Or do waht Inu said and send me/whoever your script)

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this is the only info it gives:

and here is my script

and here is my script
Code: Select all
main()
{
trapdoor();
}
trapdoor()
{
door = getent ("trapdoor","targetname"); //the door it self with the origin
door_trigger = getent ("trapdoor_trigger","targetname"); // a trigger use to activte the door
while(1)
{
door_trigger waittill ("trigger");
door rotateto ((90,0,0),1);
wait 4;
door rotateto ((-90,0,0),1);
}
}
}
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- Core Staff
- Posts: 13315
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
Code: Select all
main()
{
trapdoor();
}
trapdoor()
{
door = getent ("trapdoor","targetname"); //the door it self with the origin
door_trigger = getent ("trapdoor_trigger","targetname"); // a trigger use to activte the door
while(1)
{
door_trigger waittill ("trigger");
door rotateto ((90,0,0),1);
wait 4;
door rotateto ((0,0,0),1);
}
}

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thanks drofder, it works great now...one more thing. I have two buttons doing the same task. One button is a little ways below the other. When i go to push the top button i have to walk up against it, crouch, and look down to press it. When i try to press the one on the bottom i have to stand and look up to press it, yet the trigger textures are exactly on the button, do you have any idea what is causing this?
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- Core Staff
- Posts: 13315
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
If they both do the same thing, then why do oyu have 2 triggers next to each other in the first place?Soviet wrote:thanks drofder, it works great now...one more thing. I have two buttons doing the same task. One button is a little ways below the other. When i go to push the top button i have to walk up against it, crouch, and look down to press it. When i try to press the one on the bottom i have to stand and look up to press it, yet the trigger textures are exactly on the button, do you have any idea what is causing this?
Also, you should be able to activate all triggers from about 64 units away (a small guess).
If you have 1 trigger below the other, then your player may not be able to look press the trigger at the bottom because the top trigger is in its way (line-of-sight)

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