Page 5 of 9 FirstFirst ... 3 4 5 6 7 ... LastLast
Results 81 to 100 of 165

Thread: Boktor's Project

  1. #81

    Re: Boktor's Project

    I broke a ladder. When I try to add it again it never works. I had problems earlier with ladders, but they ended up working out of luck. Am I missing something?
    1) Create a func_ladder entity
    2) Texture it with textures/common/ladder
    Sadly the map won't start. I get ERROR: sdLadderEntity::Spawn No Ladder Surface Found

    I hope I haven't broken any hearts with my "release dates". I have made progress with scripting, but no progress with the actual script. Nothing seems to even affect the game when I test it with devmap.

  2. #82

    Re: Boktor's Project

    You only put the ladder texture on one side of the brush, rest can be clip texture or so.

    Also when you move any brush based entity you need to reset the origin by pressing control + O, otherwise the engine will think it's somewhere else.

    ETQW Mediocre Club

  3. #83

    Re: Boktor's Project

    Thanks I got it working again. I think it also needs a normal compile as well. Compiling entities doesn't seem to be enough

    Although I don't think control + O resets the origin. That seems to be the command to open files

  4. #84

  5. #85

    Re: Boktor's Project

    Oh yes! Entities that use brushs need a full map recompile after the change of the brush shape and/or location!
    http://www.youtube.com/user/DonnovanBRA Donnovan Youtube Channel.
    http://code.google.com/p/glory-of-the-weak Map Glory of the Weak on Google Code.
    https://twitter.com/DonnovanBR Donnovan Twitter

  6. #86

    Re: Boktor's Project

    did anyone download the .zip? I think I'll just put the script up instead. If anyone can give me some tips that would be great, because right now nothing works.

    Some stuff I sort of understand, some stuff I just copy because most map scripts use it...
    Code:
    #define OBJECTIVE_TECHBUSTER_OBJ_DESTROY_BOX	0
    
    object mapObject_techbuster_obj : mapObject_Default {
           	void		preinit();
    	void		InitObjectives();
    	void		StartFirstObjective();
    	void		CompleteObjective( float index, entity p );
    	void		OnBoxDestroyed();
    	void		EndGameThread();
    	void		OnTimeLimitHit();
    
    	handle	        GetObjectiveMessage( float index );
    
    	float		mainObjectiveIndex;
    
    	entity	        boxDestruction;
            entity                barrel_a
    	entity		noplant_barrel_a;
    
    }
    
    mapObject_Base techbuster_obj_MapScript() {
    	return new mapObject_techbuster_obj;
    }
    
    void mapObject_techbuster_obj::preinit() {
    }
    
    void mapObject_techbuster_obj::InitObjectives() {
            sys.print( "*****LOADED ETQW MAP SCRIPT*****\n" );
    
            // Setup initial match settings
    
    	gameRules.setWinningTeam( gdfTeam );
    	gdfTeam.SetRespawnWait( 20 );
    	stroggTeam.SetRespawnWait( 20 );
    	CreateRespawnTimeThread( stroggTeam );
    
    	//===spawn points===
    	
    
    
            gdfSpawnBase = worldspawn.getEntityKey( "script_gdf_base_spawn" ); //GDF First Spawn
            
            stroggSpawnBase = worldspawn.getEntityKey( "script_strogg_base_spawn" );
            
    
            //===objectives===
            boxDestruction = worldspawn.getEntityKey( "script_destroy_entity" );
    
    	mainObjectiveIndex = OBJECTIVE_TECHBUSTER_OBJ_DESTROY_BOX;
    
    	thread	StartFirstObjective();
    
    	objManager.setNextObjective( gdfTeam, mainObjectiveIndex );
    	objManager.setNextObjective( stroggTeam, mainObjectiveIndex );
    }
    
    void mapObject_techbuster_obj::StartFirstObjective() {
    	sys.wait( 5.f );
    
    	objManager.SetObjectiveEntity( boxDestruction, mainObjectiveIndex );
    
    	CreateInitialTimedMission( boxDestruction );
    	boxDestruction.vCreateMission();
    	boxDestruction.vStartObjective();
    }
    
    void mapObject_techbuster_obj::CompleteObjective( float index, entity p ) {
    	if ( index == OBJECTIVE_TECHBUSTER_OBJ_DESTROY_BOX ) {
    		OnBoxDestroyed();
    	}
    }
    
    handle mapObject_techbuster_obj::GetObjectiveMessage( float index ) {
    	if ( index == OBJECTIVE_TECHBUSTER_OBJ_DESTROY_BOX ) {
    		return sys.localizeString( "maps/valley/obj_bridge" );
    	}
    
    	return g_locStr_BadObjective;
    }
    
    void mapObject_techbuster_obj::OnBoxDestroyed() {
    	StopTimedMission();
    	boxDestruction.vCompleteMission();
    
    	boxDestruction.vFinishObjective();
    
    	gameRules.setWinningTeam( StroggTeam );
    	gameRules.endGame();
    
    	boxDestruction.vCompleteMission();
    
    }
    
    void mapObject_techbuster_obj::OnTimeLimitHit() {
    	FinishTimedMission();
    	objManager.SetObjectiveEntity( $null_entity, -1 );
    	
    	objManager.PlaySound( worldspawn.getKey( "snd_gdfwin_strogg" ), stroggTeam );
            objManager.PlaySound( worldspawn.getKey( "snd_gdfwin_gdf" ), gdfTeam );
    }
    
    }

  7. #87

    Re: Boktor's Project

    Here's some shots of the Strogg spawn. It's almost fully detailed.

    Ceiling 1 or ceiling 2? Number 1 is the same concrete tiles as the main tunnel.

  8. #88

    Re: Boktor's Project

    Here's another area of the Strogg spawn that isn't shown in those screenies.
    1.jpg
    Notice the blank ceiling..


    I've shown these areas before, but they have been widened.



    heh.. as I make these screenshots I notice textures and lighting that I need to tweak

  9. #89

    Re: Boktor's Project

    Boktor,

    May be you would like to read this post on Brinstar topic. You just need 3 key/values on the destructible/gameplay entity to make it destroyable by the enemy team weapons:

    http://forums.warchestgames.com/show...l=1#post399194
    http://www.youtube.com/user/DonnovanBRA Donnovan Youtube Channel.
    http://code.google.com/p/glory-of-the-weak Map Glory of the Weak on Google Code.
    https://twitter.com/DonnovanBR Donnovan Twitter

  10. #90

    Re: Boktor's Project

    Hey guys, I was wondering

    So you need a "yourmapname.def" file for the map. The wiki says it goes as /def/yourmapname.def, but I see in some custom maps (Maridia, Brinstar older Consite) it is def/maps/yourmapname.def

    Does it matter? Any difference?

  11. #91

    Re: Boktor's Project

    Doesn't matter, all .defs are read within /def.

    ETQW Mediocre Club

  12. #92

    Re: Boktor's Project

    So still no script...

    I have looked at many other map scripts, Mordenkainen's old objective tutorials, and the SD edit wiki, but I am still confused.

    I can create objectives by setting up entities with appropriate keys in the SDK and they will work in a devmap test, but that is the limit to my progress.

    I must be missing some other pieces or files that enable the script to be run properly, because it seems like my scripts do absolutely nothing. Spawns don't work, the game doesn't end, etc.

    I followed the Necessary Map Declarations tutorial, but it seems that there can be different interpretations of where files go. For example:
    Here is a list of materials for assets created later on. Simply copy the text from the boxs below and save to materials/yourmapname.mtr
    I have to run my SDK in administrator mode on Win7 so I have SDK 1.5\dev\base\materials and also SDK 1.5\base\materials. I also created SDK 1.5\dev\base\maps\techbuster\materials where \techbuster\ is supposed to be a prototype folder for the .pk4.

    ^This is just one example of my confusion with the instructions for mysterious files I must create and edit - In these cases I try to cover all possibilities, but still there is no progress.


    This is a piece of one of the most simple scripts I have tried:
    Code:
    #define OBJECTIVE_TECHBUSTER_DESTROY_TECH       0
    
    object mapObject_techbuster : mapObject_Default {
    	void		InitObjectives();
    	void		CompleteObjective( float index, entity p );
    	void		StartFirstObjective();
    	void		OnTechDestroyed();
    	void		OnTimeLimitHit();
    
    	handle	GetObjectiveMessage( float index );
    
    	float		mainObjectiveIndex;
    	entity	techDestruction;
            entity        gdfSpawnBase;
            entity        stroggSpawnBase;
    }
    
    mapObject_Base techbuster_MapScript() {
    	return new mapObject_techbuster;
    }
    
    void mapObject_techbuster::InitObjectives() {
    
            sys.print( "*****LOADED TECHBUSTER SCRIPT*****" );
            sys.println("THE SCRIPT LOADED");
    
    	gameRules.setWinningTeam( stroggTeam );
    	gdfTeam.SetRespawnWait( 20 );
    	stroggTeam.SetRespawnWait( 20 );
    	CreateRespawnTimeThread( gdfTeam );
    
    	techDestruction         = worldspawn.getEntityKey( "script_destroy_entity" );
    
            gdfBaseSpawn            = worldspawn.getEntityKey( "script_gdf_base_spawn" );
            stroggBaseSpawn       = worldspawn.getEntityKey( "script_strogg_base_spawn" );
    
            gdfBaseSpawn.setGameTeam( gdfTeam );
            stroggBaseSpawn.setGameTeam( stroggTeam );
    
    	mainObjectiveIndex = OBJECTIVE_TECHBUSTER_DESTROY_TECH;
    
    	thread	StartFirstObjective();
    
    	objManager.setNextObjective( gdfTeam, mainObjectiveIndex );
    	objManager.setNextObjective( stroggTeam, mainObjectiveIndex );
    I have included a sys.print and sys.println "command" (if command is the proper word), but no text ever appears in the console, so I am convinced the script is not running.

    I know this is a lot to put into one post, but please ask questions or give any advice that may shed some light on this for me. I have appreciated all the help so far.

  13. #93

    Re: Boktor's Project

    Do you have the pakmeta.conf file on your map root?

    Is you getting the messages on the sys.print lines on the console?
    http://www.youtube.com/user/DonnovanBRA Donnovan Youtube Channel.
    http://code.google.com/p/glory-of-the-weak Map Glory of the Weak on Google Code.
    https://twitter.com/DonnovanBR Donnovan Twitter

  14. #94

    Re: Boktor's Project

    Yes in my mapfolder is pakmeta.conf

    It looks like this:
    Code:
    // Map Data
    
    mapMetaData maps/sdk/techbuster {
    	"pretty_name" "Techbuster"
    	"mapinfo" "techbuster"
    	"dz_deployInfo" "techbuster"
    	"server_shot_thumb" "levelshots/thumbs/area22.tga"
    	"show_in_browser" "1" 
    }
    The sys.print lines don't give messages in console.

  15. #95

    Re: Boktor's Project

    What does the following files look like?

    mapinfo, techbuster.md
    map.script not your specific map script but the file called map.script
    Last edited by .Chris.; 8th Sep 2012 at 14:41.

    ETQW Mediocre Club

  16. #96

    Re: Boktor's Project

    I have .../techbuster/mapinfo/techbuster.md

    Code:
    #include <mapinfo/mapinfo.include>
    
    mapInfoDef techbuster {
      
    
    	_default_mapinfo( "techbuster" )
    
    
    	data {
    		"mapLocation"			"maps/techbuster/location"
    		"script_entrypoint"             "techbuster_MapScript"
    		"mapBriefing"			"maps/techbuster/briefing"
    		"campaignDescription"	        "maps/techbuster/campaign"
    		"numObjectives"			"1"
    		"mtr_serverShot"		"levelshots/techbuster"
    		"mtr_backdrop"			"levelshots/campaigns/northamerica"
    		"mapPosition"			"311 140"
    		"snd_music"			"sounds/music/load1"
                    "strogg_endgame_pause"	        "6.0"
    		"gdf_endgame_pause"		"5.0"
                 }
    }

    and I have .../techbuster/script/map.script

    Code:
    #include "script/maps/techbuster.script"

  17. #97

    Re: Boktor's Project

    Try adding

    Code:
    #define OBJECTIVE_TECHBUSTER_DESTROY_TECH       0
    
    object mapObject_techbuster : mapObject_Default {
            void		preinit(); //THIS
    	void		InitObjectives();
    	void		CompleteObjective( float index, entity p );
    	void		StartFirstObjective();
    	void		OnTechDestroyed();
    	void		OnTimeLimitHit();
    
    	handle	GetObjectiveMessage( float index );
    
    	float		mainObjectiveIndex;
    	entity	techDestruction;
            entity        gdfSpawnBase;
            entity        stroggSpawnBase;
    }
    
    mapObject_Base techbuster_MapScript() {
    	return new mapObject_techbuster;
    }
    
    void mapObject_techbuster::preinit() { 
    } //AND THIS
    
    void mapObject_techbuster::InitObjectives() {
    
            sys.print( "*****LOADED TECHBUSTER SCRIPT*****" );
            sys.println("THE SCRIPT LOADED");
    
    	gameRules.setWinningTeam( stroggTeam );
    	gdfTeam.SetRespawnWait( 20 );
    	stroggTeam.SetRespawnWait( 20 );
    	CreateRespawnTimeThread( gdfTeam );
    
    	techDestruction         = worldspawn.getEntityKey( "script_destroy_entity" );
    
            gdfBaseSpawn            = worldspawn.getEntityKey( "script_gdf_base_spawn" );
            stroggBaseSpawn       = worldspawn.getEntityKey( "script_strogg_base_spawn" );
    
            gdfBaseSpawn.setGameTeam( gdfTeam );
            stroggBaseSpawn.setGameTeam( stroggTeam );
    
    	mainObjectiveIndex = OBJECTIVE_TECHBUSTER_DESTROY_TECH;
    
    	thread	StartFirstObjective();
    
    	objManager.setNextObjective( gdfTeam, mainObjectiveIndex );
    	objManager.setNextObjective( stroggTeam, mainObjectiveIndex );
    Also this script you posted is incomplete but guess you cut rest of it out.

    ETQW Mediocre Club

  18. #98

    Re: Boktor's Project

    I tried adding everything in techbuster.script to map.script (not overwriting the 1st line) but it doesn't look like it worked. And yes, that code I posted was only part of the complete techbuster.script


    Should I do something to main.script? When I start my map in the SDK the console says
    Initializing scripts Compiled 'script/main.script': 4611.5ms

    In mordenkainen's tutorials it says to add the line #include "script/maps/techbuster.script" to main.script, but this is for older versions of the SDK. I read that in 1.4 that the line should be added to map.script. I have done both...

  19. #99

    Re: Boktor's Project

    Why you have the "/sdk/" thing on this line "mapMetaData maps/sdk/techbuster }" of your pakmeta.conf?

    Your map files (procb file, cmb file, world file, etc...) are not inside the "maps\" folder?
    http://www.youtube.com/user/DonnovanBRA Donnovan Youtube Channel.
    http://code.google.com/p/glory-of-the-weak Map Glory of the Weak on Google Code.
    https://twitter.com/DonnovanBR Donnovan Twitter

  20. #100

    Re: Boktor's Project

    Good point. All my map files are in maps/techbuster/
    I changed it now to:

    mapMetaData maps/techbuster/ {

    but the script still isn't doing anything. Messages on the sys.print lines don't show on the console.

    I do get a bunch of warnings though. I don't know why...
    script/misc/objective.script(57): Thread ": Tried to localize an empty string
    script/misc/objective.script(57): Thread 'idPlayer_player_edf_0': Tried to localize an empty string

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •