Soviet's Mapping Help

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Soviet
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Post by Soviet » March 23rd, 2006, 4:00 am

yes it is

Luke
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Post by Luke » March 23rd, 2006, 4:27 am

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);
   } 
}

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Post by Soviet » March 23rd, 2006, 4:32 am

nope, when i try that i get an error saying script compile error, in console it says bad syntax

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Post by Luke » March 23rd, 2006, 4:36 am

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 :P

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Post by Soviet » March 23rd, 2006, 2:32 pm

i did that, but i'm still getting bad syntax script compile error

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Post by Drofder2004 » March 23rd, 2006, 8:04 pm

Soviet wrote:i did that, but i'm still getting bad syntax script compile error
If you are using CoDUO Maker to launch your map for testing then your console will tell you exactly what the error is.

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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Post by Soviet » March 24th, 2006, 5:28 am

don't know if this is what part you are talking about....

Image

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Post by Luke » March 24th, 2006, 2:49 pm

No it should look something like this

Image

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Post by profinuyasha » March 24th, 2006, 3:54 pm

Soviet wrote:i did that, but i'm still getting bad syntax script compile error
my advice: let me see ur script that where u got error on then we can fix ur script ;-)

like drofder did on my mod and map
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DYOR :-)

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Post by Drofder2004 » March 24th, 2006, 4:57 pm

Soviet wrote:don't know if this is what part you are talking about....

Image
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)

Your looking for an error like Lukes pic.

(Or do waht Inu said and send me/whoever your script)
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Post by Soviet » March 25th, 2006, 12:01 am

this is the only info it gives:

Image

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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Drofder2004
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Post by Drofder2004 » March 25th, 2006, 12:05 am

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);
}
}
One too many }'s
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Post by Soviet » March 25th, 2006, 12:14 am

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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Post by Drofder2004 » March 25th, 2006, 12:54 am

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?
If they both do the same thing, then why do oyu have 2 triggers next to each other in the first place?

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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Post by Soviet » March 25th, 2006, 12:57 am

ok...thanks. I'll just make them trigger seperately so i won't have to deal with it then. If you want to know why, ill send you the .pk3 file of the current map...just get on msn

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