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It's been a while sense I updated my prefabs folder

 

So this was a little bit of refreshing from thought but I had a difficult time with GTK Radiant 1.6.6 that just came out when I used a plugin sunplug et-map coordinator in 1.5 it converted the prefab only workable with 1.5 cause I think 1.6.6 is not matching sources it worked in 1.6.5 will have to revert back to that when I have time don't like this bug.

 

Well to keep it short this is just a script mover setup for a objective which is doable for a team wolf objective if wanted but simply just a null objective to open close a garage door etc

 

you can get it from my prefab gdrive directory https://drive.google.com/open?id=1jBEeerew_h2jPw7JCcORWlLrlWBEyCFl

 

It's in a pk3 so you can look and see what it does before actually trying to make your own includes specified scripts and such to be a clean pk3

 

Looks like this dropped it right in with my normal et game and tested it but can be changed to what ever just extract the files it includes all that is required for GTK Radiant

 

 

 

Also the file is around 140kbs it can be reduced it only has a cm_ marker for the generator that is all the rest is default from pak0.pk3

 

The sounds are default as well also want to point out there is a sps file for a speaker drop from in game located at sound\maps\generator.sps if you change location of the prefab in the axis you will need to update the origins of the script movers and speaker you don't have to delete them in 1.6.6 its fixed for moving but everything below the newest has to be done manually if you do just drop a path_corner beside the entities that were moved and it will give you location origin

 

This was also tested on ETLegacy 2.76 for any specific errors there is one based on the sound not loading from sound\scripts\gererator technically it is there but because the file is empty it presumes it is not works fine in W:ET tho

 

This is just a good example of creating movers from script and trying to avoid paths this would be the easiest way.

 

generator_pump is the targetname of the speaker in the sps file

 

Spoiler

speakerScript
{
    speakerDef {
        noise "sound/movers/motors/motor_loop_03.wav"
        origin -38.79 106.57 79.49
        targetname "generator_pump"
        looped "on"
        broadcast "no"
        volume 125
        range 1250
    }
}

 

In total there is 4 triggers and two Stages with the trigger events the top two are the stages the bottom two are the triggers hope this helps understand scripting with sounds some

 

Spoiler

game_manager
{
    spawn
    {
        // Game rules
        wm_axis_respawntime    10
        wm_allied_respawntime    10
        wm_number_of_objectives 1
        wm_set_round_timelimit    30
        
        wait 500
        
        disablespeaker generator_pump
        
    }
}

generator_controls
{
    spawn
    {
        setstate generator_controls_trigger default
        setstate generator_controls_switch invisible
    }
    
    trigger on
    {
        setstate generator_controls_trigger invisible
    }
}

generator_controls_switch
{
    spawn
    {
        wait 200
        constructible_class 2
        setstate generator_construct invisible
    }

    buildstart
    {
        setstate generator_construct default
    }
    built
    {
        setstate generator_controls_switch default
        setstate generator_construct invisible

        wm_announce "^2Generator Repired!"
        trigger generator start
        
        enablespeaker generator_pump
        
        trigger door move_up
    }

    decayed
    {
        setstate generator_controls_switch invisible
    }
    death
    {
        setstate generator_controls_switch invisible
        setstate generator_construct invisible
        
        wm_announce "^2Generator Damaged"
        trigger generator stop
        
        disablespeaker generator_pump
        
        trigger door move_down
    }
}

generator
{
    spawn
    {
        wait 500
    }
    
    trigger start
    {
        setrotation    100 0 0
    }
    
    trigger stop
    {
        stoprotation
    }
}

 door
{
    spawn
    {
        wait 200
        gotomarker door_path1 1000
    }
    
    trigger move_up
    {
        wm_announce "^2The Doors are Opening!!"
        wait 500
        playsound sound/movers/misc/garage_door_start_01.wav
        wait 400
        playsound sound/movers/misc/garage_door_loop_01.wav looping forever
        gotomarker door_path2 80 wait
        stopsound
        playsound sound/movers/misc/garage_door_end_01.wav
    }
        trigger move_down
    {
        wm_announce "^2The Doors are closing!!"
        wait 500
        playsound sound/movers/misc/garage_door_start_01.wav
        wait 400
        playsound sound/movers/misc/garage_door_loop_01.wav looping forever
        gotomarker door_path1 80 wait
        stopsound
        playsound sound/movers/misc/garage_door_end_01.wav
    }
    
}

 

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