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Posted: March 23rd, 2006, 4:00 am
by Soviet
yes it is
Posted: March 23rd, 2006, 4:27 am
by Luke
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);
}
}
Posted: March 23rd, 2006, 4:32 am
by Soviet
nope, when i try that i get an error saying script compile error, in console it says bad syntax
Posted: March 23rd, 2006, 4:36 am
by Luke
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

Posted: March 23rd, 2006, 2:32 pm
by Soviet
i did that, but i'm still getting bad syntax script compile error
Posted: March 23rd, 2006, 8:04 pm
by Drofder2004
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.
Posted: March 24th, 2006, 5:28 am
by Soviet
don't know if this is what part you are talking about....

Posted: March 24th, 2006, 2:49 pm
by Luke
No it should look something like this

Posted: March 24th, 2006, 3:54 pm
by profinuyasha
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
Posted: March 24th, 2006, 4:57 pm
by Drofder2004
Soviet wrote:don't know if this is what part you are talking about....

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)
Posted: March 25th, 2006, 12:01 am
by Soviet
this is the only info it gives:
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);
}
}
}
Posted: March 25th, 2006, 12:05 am
by Drofder2004
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
Posted: March 25th, 2006, 12:14 am
by Soviet
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?
Posted: March 25th, 2006, 12:54 am
by Drofder2004
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)
Posted: March 25th, 2006, 12:57 am
by Soviet
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