Need 'helpusobi 1' by a script... -1 reply

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jk3editor

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21st August 2008

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#1 9 years ago

[COLOR=Sienna]Hi, I have a multi-floor elevator, but if I use it, then the game writes it: 'Cheats are not enabled on this server'. So I can use the elevator, if I write 'helpusobi 1' in the console. Here is one on the elevator scripts, what isn't working without 'helpusobi 1':

Spoiler: Show
use ( "red" ); use ( "green" ); use ( "deact1" ); use ( "deact2" ); use ( "deact3" ); use ( "deact4" ); use ( "deact5" ); task ( "go" ) { if ( $get( FLOAT, "elevator")$, $=$, $1$ ) { affect ( "floor1_door1", /*@AFFECT_TYPE*/ INSERT ) { move ( $tag( "floor_1_door1_ref", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 ); } affect ( "floor1_door2", /*@AFFECT_TYPE*/ INSERT ) { move ( $tag( "floor_1_door2_ref", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 ); } wait ( 1250.000 ); affect ( "elevator", /*@AFFECT_TYPE*/ INSERT ) { move ( $tag( "floor_0", ORIGIN)$, < 0.000 0.000 0.000 >, 2500.000 ); } wait ( 2750.000 ); } else ( ) { if ( $get( FLOAT, "elevator")$, $=$, $2$ ) { affect ( "floor2_door1", /*@AFFECT_TYPE*/ INSERT ) { move ( $tag( "floor_2_door1_ref", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 ); } affect ( "floor2_door2", /*@AFFECT_TYPE*/ INSERT ) { move ( $tag( "floor_2_door2_ref", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 ); } wait ( 1250.000 ); affect ( "elevator", /*@AFFECT_TYPE*/ INSERT ) { move ( $tag( "floor_0", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 ); } wait ( 5250.000 ); } else ( ) { if ( $get( FLOAT, "elevator")$, $=$, $3$ ) { affect ( "floor3_door1", /*@AFFECT_TYPE*/ INSERT ) { move ( $tag( "floor_3_door1_ref", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 ); } affect ( "floor3_door2", /*@AFFECT_TYPE*/ INSERT ) { move ( $tag( "floor_3_door2_ref", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 ); } wait ( 1250.000 ); affect ( "elevator", /*@AFFECT_TYPE*/ INSERT ) { move ( $tag( "floor_0", ORIGIN)$, < 0.000 0.000 0.000 >, 7500.000 ); } wait ( 7750.000 ); } } } } dowait ( "go" ); affect ( "floor0_door1", /*@AFFECT_TYPE*/ INSERT ) { move ( $tag( "floor_0_door1_ref2", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 ); } affect ( "floor0_door2", /*@AFFECT_TYPE*/ INSERT ) { move ( $tag( "floor_0_door2_ref2", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 ); } wait ( 1250.000 ); use ( "act2" ); use ( "act3" ); use ( "act4" ); use ( "act5" ); use ( "red" ); use ( "green" ); set ( "elevator", "0" );
Can I somehow fix it? Thanks the answers:)[/COLOR]



NAB622

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#2 9 years ago

That is really awkward. How are you activating the script?




jk3editor

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#3 9 years ago

By a trigger, what uses a target_scriptrunner.




lassev

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#4 9 years ago

I doubt it has got anything to do with the script. Must be some weird coincidence. I have never heard of any script element being coupled with cheat codes.

Or maybe that weird task is too long and complicated. Who knows, the game might have troubles observing its status.




NAB622

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#5 9 years ago

Could you post a pk3? I might be able to test that. I'm still very interested...




jk3editor

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#6 9 years ago

[COLOR=Navy]Okay, I copied it from my map. I archieved the intro script too, because I declared there the variables. Elevator [/COLOR] I hope you can help by this, if you need more, tell me.




NAB622

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#7 9 years ago

Thanks. Just took a look and found something suspicious. What are the target_level_changes for, and why is the mapname "+button0" ?




~*Seto*~

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#8 9 years ago

He's probably making an SP map, in which case those would be used to activate a custom menu file in game (a unique property of target_level_change that only works in SP). That also explains the questions about enabling cheats, though I'm still not sure why there should be a situation where a script won't run without them. Was there perhaps a menufile command or console command that works in SP to run scripts, and that is what is being used here?

Regardless, my suggestions would be to find a workaround that uses purely entities, because there's no way that cheats should interfere with a normal activation of a target_scriptrunner.




N-7

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#9 9 years ago

Uhm, you're trying to control the elevator with UI menus, aren't ya? Interesting idea.

Well I guess it's those parts of the menu files that cause the trouble: action { exec "runscript empire6/elevator_1" uiScript closeingame // Close menu } Thing is, "runscript" is cheat-protected.




jk3editor

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#10 9 years ago

Oh, yeah maybe it is thanks... :) But then how should I do it? It opens the menu file, and there you can change, what floor do you want to go...so I could to do it only ba menu....

Ohh maybe is that good:

Spoiler: Show
exec "helpusobi 1" exec "runscript empire6/eƩevator_1" exec "helpusobi 0"

I think it could works with this well.

Sorry, I couldn't do my elevator easier, because it's really combinated (I think :P)...if somebody saw the map, that could tell me how should I to do it easier...

Thanks the answers to you all, and to N-7 this very good idea...I'll try it today, or tomorrow (I'm not at home now :P):D




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