Need Help With Scripting -1 reply

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hhunter6

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13th September 2007

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#1 9 years ago

I've been trying to get the hang of scripting and all my attempts have resulted in no movement. Basically I'm trying to open a pretty big door and move an object through it. My problem is that I can't even get the door to open. I've put in the ref_tag's, origins, triggers, script runners, etc. I've made sure the names match and so far nothing has worked. Can someone give me a hand or be willing to write a script for me.




stotto

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26th September 2002

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#2 9 years ago

We're going to need a little more information in order to help you out here. Would you mind posting your script, and some information about your entities? Then we can go over it and check for any mistakes present.




NAB622

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8th October 2005

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#3 9 years ago

Good, some scripting questions. :D At long last.

If you want to open a door, why not just make it a func_door and use a "USE" block to open it??

Yes, please post a screenshot of the script. It should just be something simple, like a typo in the affect block or a missing affect block altogether.




hhunter6

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#4 9 years ago

I don't have the script with me right now since I'm at work. I'll post it tomorrow with some screens of how everything is set up as well. what information do you need about the entities? I can give as much information now to try to give you an idea.




hhunter6

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#5 9 years ago
ov_nab622;4656687 If you want to open a door, why not just make it a func_door and use a "USE" block to open it??

Basically what i need to have happen is you hit the switch/trigger. The bay door opens and a supply shuttle needs to move into the next bay. This script will be used for the Dark Forces mod. If you played the original this is in the executor level where you need to ride the supply shuttle to the Arc Hammer. so I need to get this script to work for the map thats why I can't use a func_door.




NAB622

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#6 9 years ago

You can use a func_door for that, I'm pretty sure. But that's beside the point.

About entity info, all we need to know is the targetnames of the ref_tags and script_targetnames of the door and the shuttle. And the script.

So we'll see what's up when tomorrow, then!




stotto

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#7 9 years ago

Whoops, beat me to it... Well yeah you can still use func_doors for your doors, you just "use" them from the script as NAB said. If you want extra control, set them to toggle and you can really play around with them =P. They only need to be custom scripts if they rotate, follow a complex path, or need to do any special jerky acceleration type things...




hhunter6

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#8 9 years ago

I haven't started moving the shuttle yet. like I said, I am just starting out so i want to open the door. The doors name is big_door ,and the ref_tag is big_door_open. I'll have screens for everything tomorrow though.




hhunter6

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#9 9 years ago

Sorry for the double post

stotto;4656708 They only need to be custom scripts if they rotate, follow a complex path, or need to do any special jerky acceleration type things...

The door does need to move kinda slow. It makes no sense if you see a huge bay door fly open:eek: then your shuttle slowly moves to the next bay. But I'm new at the scripting thing so :confused: :)




NAB622

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#10 9 years ago

Is that a targetname or a script_targetname on the door? It needs to be a script_targetname, and the ref_tag needs a normal targetname.

New to scripting? That's cool. Scripting is sso awesome anyways. :D