[map] MIA


(twt_thunder) #1

only early screenshots of devlopment:










description: This is an ETnam mod related map.

the scene:
3 allied soldiers have been captured by charlie and as we leave nobody behind the mission is to rescue these three.
the idea is that you will be transported by huey to a droppoint in the jungle where you go on foot further to find the powcamp and blow the gate, fight your way in to get your buddys out and take them back to allied camp.


(twt_thunder) #2

great… added a script and the game chrash when it loads the map…

ET 2.60b win-x86 May  8 2006
----- FS_Startup -----
Current search path:
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\pak2.pk3 (22 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\pak1.pk3 (10 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\pak0.pk3 (3725 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\mp_bin.pk3 (6 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\lights.pk3 (51 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\common.pk3 (43 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory/etmain

----------------------
3857 files in pk3 files
execing default.cfg
couldn't exec language.cfg
execing profiles/dusten/etconfig.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
...detecting CPU, found Intel Pentium III
Bypassing CD checks
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\Windows\system32\opengl32.dll' ): succeeded
...setting mode 6: 1024 768 FS
...using colorsbits of 32
...calling CDS: ok
...registered window class
...created window@0,0 (1024x768)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 0 )
...67 PFDs found
...hardware acceleration found
...PIXELFORMAT 2 selected
...creating GL context: succeeded
...making context current: succeeded
WARNNING: GL extensions string too long (5798), truncated to 4096
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc not found
...GL_EXT_texture_env_add not found
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...WGL_3DFX_gamma_control not found
...GL_NV_fog_distance not found
... GL_EXT_texture_filter_anisotropic not found

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 7660G + 7500/7600 Dual Graphics
GL_VERSION: 4.2.12217 Compatibility Profile Context 12.104.0.0
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_cooGL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 6, 1024 x 768 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
anisotropy: 1.0
NV distance fog: disabled
Forcing glFinish
Initializing Shaders
----- finished R_Init -----

------- sound initialization -------
Initializing DirectSound
------------------------------------
----- Sound Info -----
sound system is muted
    1 stereo
32768 samples
   16 samplebits
    1 submission_chunk
22050 speed
0x0FEE0050 dma buffer
No background file.
----------------------
Sound memory manager started
--- Common Initialization Complete ---
Winsock Initialized
Opening IP socket: localhost:27960
Hostname: Bluebird
IP: 10.0.0.113
Working directory: G:\Program Files (x86)\Wolfenstein - Enemy Territory
------ Server Initialization ------
Server: mia
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- FS_Startup -----
Current search path:
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\pak2.pk3 (22 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\pak1.pk3 (10 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\pak0.pk3 (3725 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\mp_bin.pk3 (6 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\lights.pk3 (51 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\common.pk3 (43 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory/etmain

----------------------
7714 files in pk3 files
------- Game Initialization -------
gamename: etmain
gamedate: Mar 10 2005
Not logging to disk.
Gametype changed, clearing session data.
Enable spawning!
noclass doesn't have a spawn function
Disable spawning!
ERROR No tracemap found for map
0 teams with 0 entities
-----------------------------------
Setting MOTD...
-----------------------------------
==== ShutdownGame ====
------ Server Initialization ------
Server: mia
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- FS_Startup -----
Current search path:
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\pak2.pk3 (22 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\pak1.pk3 (10 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\pak0.pk3 (3725 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\mp_bin.pk3 (6 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\lights.pk3 (51 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory\etmain\common.pk3 (43 files)
G:\Program Files (x86)\Wolfenstein - Enemy Territory/etmain

----------------------
11571 files in pk3 files
------- Game Initialization -------
gamename: etmain
gamedate: Mar 10 2005
Not logging to disk.
Enable spawning!
noclass doesn't have a spawn function
Disable spawning!
ERROR No tracemap found for map
0 teams with 0 entities
-----------------------------------
Setting MOTD...
-----------------------------------
PunkBuster Server: Preparing to Disable PB Server... (G:\Program Files (x86)\Wolfenstein - Enemy Territory\pb\)
RE_Shutdown( 0 )
----- R_Init -----

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 7660G + 7500/7600 Dual Graphics
GL_VERSION: 4.2.12217 Compatibility Profile Context 12.104.0.0
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_cooGL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 6, 1024 x 768 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
anisotropy: 1.0
NV distance fog: disabled
Forcing glFinish
Initializing Shaders
----- finished R_Init -----
file not found: scripts/mia.arena
LOADING... collision map
LOADING... sounds
voice chat memory size = 0

.........................
Initializing Sound Scripts
...loading 'sound/scripts/vo_allies.sounds'
...loading 'sound/scripts/vo_axis.sounds'
...loading 'sound/scripts/mia.sounds'
done.
LOADING... graphics
LOADING... maps/mia.bsp
WARNING: Couldn't find image for shader levelshots/mia
----- CL_Shutdown -----
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
----- Server Shutdown -----
==== ShutdownGame ====
---------------------------
Requested feature was omitted at compile time

(acQu) #3

What script did you add?

“Requested feature was omitted at compile time” could mean the mod you are running removed support for that script command. Only a guess in the wild, replace “script command” with basically anything, but that error sounds familiar to me.

You really should give out more info, as it makes it really hard to give proper reply, only guesses.


(twt_thunder) #4

[QUOTE=acQu;480585]What script did you add?

“Requested feature was omitted at compile time” could mean the mod you are running removed support for that script command. Only a guess in the wild, replace “script command” with basically anything, but that error sounds familiar to me.

You really should give out more info, as it makes it really hard to give proper reply, only guesses.[/QUOTE]

nvm… I will send the map to my coop mapper … my guess is that he fixes it… think I might lay of the mapping…


(KeMoN) #5

The “Requested feature was omitted at compile time” error is caused by a progressively-encoded jpeg file in your directory/pk3

See attachment. Just make sure you avoid the progressice compression.

Useful Thread

Regards

//EDIT: Sorry for the german language in the screenshot


(twt_thunder) #6

[QUOTE=KeMoN;480594]The “Requested feature was omitted at compile time” error is caused by a progressively-encoded jpeg file in your directory/pk3

See attachment. Just make sure you avoid the progressice compression.

Useful Thread

Regards

//EDIT: Sorry for the german language in the screenshot[/QUOTE]

thx Kemon this was the solution… I removed the latest textures I had added and used some of the ordinary ones instead.

and I got my huey at least flying :smiley:

http://www.xfire.com/videos/615554


(twt_thunder) #7

I tried to follow this tut on this:

http://www.surfacegroup.org/tutorials/wet/simple_mover_part2/

but I must have done something wrong… I clipped the thing but I can’t seem to enter it…

could somebody tell me what I am doing wrong?

here’s my scriptmover:

http://lucky13th.org/thunderpwn/downloads/script_mover.rar

the model is included for test purposes


(.Chris.) #8

That’s just a simple script mover, you need to do extra stuff to have the turret working as well as stuff like damage and repairing. Look at one of the stock map sources for what they’ve done.


(twt_thunder) #9

yes I know Chris… but the model is flying around in there but the clips dont seem to attach because the model should be solid anyhow… and there is a room in it so it should be possible to jump in and fly…
been fiddling with this for several hour but there is something i dont see and i dontknow what…


(acQu) #10

Try scriptcommand “attachtotag <targetname> <tagname>”.

Am not on my mapping OS, so can’t test.

Heli needs a tag. Group the clip like the clips at the tanks in goldrush (i think some mapper needs to help out here how to do this, is it func_static?), give the clips targetname and scriptname, then make script block:

scriptname_of_clip
{
spawn
{
wait 300
attachtotag targetname_of_clip heli_tag
}
}


(twt_thunder) #11

ok so you say I need to make a tag on the heli for this to work? is there any special place it needs to be?


(acQu) #12

Put it on bottom. Then i would say your clips need an origin brush as well, so the origin of the clips can tag to origin of heli_tag.


(twt_thunder) #13

the origin is there…I will have a look at the tank md3 model and see


(-SSF-Sage) #14

A tag must be named tag_*


(twt_thunder) #15

ohhhhh!!! AAAARG!!! when everything seems fine … I got this message: ET have stopped running…
probably cant handle this then :frowning:


(-SSF-Sage) #16

Try removing/changing things one by one. Nothing that cannot be get to work.


(twt_thunder) #17

yeah right… I didnt get any of that sentence :D:D but anyways… started making all from scratch… didnt help…

So I guess this dream isnt possible in ET, I will upload the latest version for others to have a look, the new model has a tag_huey attached…

EDIT: new zip uploaded … if anyone can help me out I would be very pleased :slight_smile:

http://lucky13th.org/thunderpwn/downloads/script_mover.rar


(Mateos) #18

Try to think about what you did since the last working build, and try to remove temporarily stuff you added.
Do you make backups every day?


(-SSF-Sage) #19

I mean this is basic stuff for ET. This tag thing is in most maps.

99.9% of the times game crashes with “et has stopped working” it is because of a typo or bad syntax in script or shader. Try removing script file and test.


(twt_thunder) #20

[QUOTE=Mateos;480913]Try to think about what you did since the last working build, and try to remove temporarily stuff you added.
Do you make backups every day?[/QUOTE]

the only “working” build is the one without the brushes attached

[QUOTE=-SSF-Sage;480917]I mean this is basic stuff for ET. This tag thing is in most maps.

99.9% of the times game crashes with “et has stopped working” it is because of a typo or bad syntax in script or shader. Try removing script file and test.[/QUOTE]

yep, thats ok but the tag is there… now … what I discover in the tanks folder is the “tag files” what is this, what does it do and how to make?

EDIT: removed the script and map runs without moving the huey…

so maybe something wrong with script… but I am no code dude… thats the only thing i dont like with mapping…

here’s the script:

game_manager //this is triggered by the script multiplayer in your map
{
	spawn
	{
		wait 200
	}
}
huey //scriptname of script_mover
{
	spawn
	{
		wait 300

		followspline 0 spl_01 50000 length 32 wait //spawn the huey to here

		trigger self huey_path //goto huey_path
	}

	trigger huey_path
	{
		//here is the commands the mover will follow

		//stopsound
		//playsound sound/vehicles/huey/huey_move.wav looping volume 512
		//play a huey sound
		followspline 0 spl_01 100 wait length 304
		//this says goto spl_01 at a speed of 100 and don't look at
		//the next command until after waiting 304
		followspline 0 spl_02 100 wait length 304
		followspline 0 spl_03 100 wait length 304
		followspline 0 spl_04 100 wait length 304
		followspline 0 spl_05 100 wait length 304
		followspline 0 spl_06 100 wait length 304
		followspline 0 spl_07 100 wait length 304
		followspline 0 spl_08 100 wait length 304
		//add more lines for how many more splines u have
		//notice that you don't include scripting for spline controls

		trigger self huey_path
	 	//repeat huey_path part of the script, remove this line
	 	//if u don't won't it to loop
	}
}
huey_shell
{
	spawn
	{
		wait 400
		attachtotag huey_shell tag_huey
		//this attaches the huey_shell to the scriptmover huey
	}
}

can one of you see anything wrong?