Mappers please help me! -1 reply

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#1 13 years ago

Dear MAppers, please help me. I have made an axis constructible barrier..when the axis and allies are near it, both, it says you are near the barrier.... The axis build it, that works perfectly The allies are meant to blow it up. When an allied egineer (the supposed being to blow the barrier) is near the barrier and he trys to plant at the axis barrier it says , you can not plant at a friendly objective! But in addition to all of this bear in mind that there is a satchle charge image on the barrier when the allies are near..and when you use an Alliied sacthle on the axis barrier it destroys the axis barrier, but whilst using dynamite it tells me its a friendly barrier to the alliance of the allied team... I did not script or limit the destrcution of the barrier to any allied function, satchle or dynamite..I did not script this to be limited to only a sacthle..and Im very confused being that the barrier is only friendly when my egineers plant , but is an enmeny when my coverts ..stachle it!?.....

If you need to know anything, how my toi is configured or how my material is fused together , then please just ask..all orgins and such are included everything works splendidly except for this problem...

I have two barriers, they work the same,both. Here is the scripting... is something wrong with the scritping!?..or is it something else.

yellowconfused.gifyellowconfused.gifyellowconfused.gifyellowconfused.gifyellowconfused.gifyellowconfused.gif [color=red]PLEASE HELP ME![/color]

barrier {

spawn { wait 200 constructible_class 2 constructible_constructxpbonus 8 constructible_destructxpbonus 8 setstate barrier_materials default setstate barrier invisible }

built final { setstate barrier default setstate barrier_materials invisible } decayed final { setstate barrier_materials default setstate barrier invisible }

death { wm_announce "Axis spawn barrier has been breached on side A!" setstate barrier_materials default }

}

barrier2 {

spawn { wait 200 constructible_class 2 constructible_constructxpbonus 8 constructible_destructxpbonus 8 setstate barrier2_materials default setstate barrier2 invisible }

built final { setstate barrier2 default setstate barrier2_materials invisible } decayed final { setstate barrier2_materials default setstate barrier2 invisible }

death { wm_announce "Axis spawn barrier2 has been breached on side A!" setstate barrier_materials default }

}

On an seemingly easier note, can someone in addition to this, please tell me how to use the tree planter, and possibly to add models to a map, but this is in plead of addition to, the problem. Everyone Ive asked doesnt respond they ignore me. thank you, for your time. yellowbiggrin.gif Help me..please..im patheticly lost.... yellowuhoh.gif




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I didn't make it!

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#2 13 years ago

aha , its me again, I cant construct destroy the barriers as described ..I can only destory them after the allied bridge has been destroyed...!?

heres all the scripting...

bridge {

spawn { wait 200 constructible_class 2 constructible_constructxpbonus 5 constructible_destructxpbonus 5 setstate bridge_materials default setstate bridge invisible }

built final { setstate bridge default setstate bridge_materials invisible } decayed final { setstate bridge_materials default setstate bridge invisible }

death { wm_announce "The bridge ,section B has been destroyed!" setstate bridge_materials default }

}

bridge2 {

spawn { wait 200 constructible_class 2 constructible_constructxpbonus 5 constructible_destructxpbonus 5 setstate bridge2_materials default setstate bridge2 invisible }

built final { setstate bridge2 default setstate bridge2_materials invisible } decayed final { setstate bridge2_materials default setstate bridge2 invisible }

death { wm_announce "The walkout to the bridge has been destroyed!" setstate bridge2_materials default }

}

barrier {

spawn { wait 200 constructible_class 2 constructible_constructxpbonus 8 constructible_destructxpbonus 8 setstate barrier_materials default setstate barrier invisible }

built final { setstate barrier default setstate barrier_materials invisible } decayed final { setstate barrier_materials default setstate barrier invisible }

death { wm_announce "Axis spawn barrier has been breached on side A!" setstate barrier_materials default }

}

barrier2 {

spawn { wait 200 constructible_class 2 constructible_constructxpbonus 8 constructible_destructxpbonus 8 setstate barrier2_materials default setstate barrier2 invisible }

built final { setstate barrier2 default setstate barrier2_materials invisible } decayed final { setstate barrier2_materials default setstate barrier2 invisible }

death { wm_announce "Axis spawn barrier2 has been breached on side A!" setstate barrier2_materials default }

}

Whats wrong!? my scriptin!?