Explodable Or NOT HELP ME PLEASE -1 reply

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HellRaiserKANE

Hellooooo

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17th June 2002

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#1 16 years ago

:mad: i set a door for the axis to blow up-- and when tnt goes off it doesn't explode ( it says u are near the allie bunker door- when i set tnt it says dynamite planted-- yet when it blows up the door stays there it doesn't explode HELP ME PLEASE having some script errors-- (i think) i have set all of the entities and i am sure they r correct- the trigger box is pointing to the door-- and the door is set to explode00and health is set to 0 here is the parts of the script (these r just the tidbits for the door- this is NOT the whole script)

wm_set_objective_status 1 0 wm_set_objective_status 2 0 wm_set_objective_status 3 0 wm_set_objective_status 4 1 wm_set_objective_status 5 1 wm_set_objective_status 6 -1

trigger axis_objective1 { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #1 wm_set_objective_status 4 0

// Change the variable within the script so that we can check if someone wins the round accum 1 set 1

// UI pop-up to alert players wm_announce "Bunker Door Destroyed!"

// Call function to check if the round has been won trigger game_manager checkgame }

axis_obj1 //bunker door destroyed { spawn { }

death { trigger game_manager axis_objective1 } }

thats what i have set for the door everything is fine except the door doesn't explode when tnt goes off (PLEASE HELP ME) (PLEASE) :smokin:




HellRaiserKANE

Hellooooo

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17th June 2002

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#2 16 years ago

:mad: for some reason the walls on my bunker r invisable-- i have tried everything to fix this i need HELP PLEASE




omnix32

The forums staffers think I'm Cool

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11th February 2002

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#3 16 years ago

well the invisible walls are normally caused by a caulk brush gone bad. make sure you don't have anything overlapping in your bunker walls and make sure if there explodable that startinvs is not set. I have had this strange thing happen to me and sometimes I have had to rebuild the walls. you might try to copy the whole map to another map as this has worked to.




HellRaiserKANE

Hellooooo

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17th June 2002

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#4 16 years ago

hey thanks for the help i appreciate it alot i ened up rebuilding the bunker and it worked smoothly only problem i am having now is that i cannot win my round-- it ssomething in my script file-- i changed it some and now i win when i blow up the first obj which i think i might have fixed i need to go test it again

But thanks for all your help :) :D :smokin: :rock:




HellRaiserKANE

Hellooooo

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17th June 2002

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#5 16 years ago

Ok This Map Is Dual Objective And i cannot get the axis side to win correctly i have not tested the allies yet---- but here is the parts of my script i think i am having trouble with trigger checkgame { accum 5 abort_if_not_equal 0

// Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 0

wait 1500

// End the round wm_endround

trigger axis_objective1 { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #1 wm_set_objective_status 4 0

// Change Variable within script so that we can check if someone wins the round accum 4 set 0

// UI pop-up to alert players wm_announce "Bunker Door Destroyed!"

// Call function to check if the round has been won trigger game_manager checkgame }

trigger axis_objective2 { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #1 wm_set_objective_status 5 0

// Change the variable within the script so that we can check if someone wins the round accum 5 set 0

// UI pop-up to alert players wm_announce "Radio Equipment Destroyed!"

// Call function to check if the round has been won trigger game_manager checkgame }

// Axis control all objectives at the start (0 == AXIS, 1 == ALLIED) wm_set_objective_status 1 0 wm_set_objective_status 2 0 wm_set_objective_status 3 0 wm_set_objective_status 4 1 wm_set_objective_status 5 1 wm_set_objective_status 6 -1

that should be all u need to check-- the objective status-- the objectives them selves and the check game-- something is wrong and iu cannot figure out what PLEASE HELP ME




HellRaiserKANE

Hellooooo

50 XP

17th June 2002

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584 Posts

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#6 16 years ago

Ok This Map Is Dual Objective And i cannot get the axis side to win correctly i have not tested the allies yet---- but here is the parts of my script i think i am having trouble with trigger checkgame { accum 5 abort_if_not_equal 0

// Set the round winner: 0 == AXIS, 1 == ALLIED wm_setwinner 0

wait 1500

// End the round wm_endround

trigger axis_objective1 { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #1 wm_set_objective_status 4 0

// Change Variable within script so that we can check if someone wins the round accum 4 set 0

// UI pop-up to alert players wm_announce "Bunker Door Destroyed!"

// Call function to check if the round has been won trigger game_manager checkgame }

trigger axis_objective2 { // Change the objective state internally, so UI can update, etc. // Allied takes control of objective #1 wm_set_objective_status 5 0

// Change the variable within the script so that we can check if someone wins the round accum 5 set 0

// UI pop-up to alert players wm_announce "Radio Equipment Destroyed!"

// Call function to check if the round has been won trigger game_manager checkgame }

// Axis control all objectives at the start (0 == AXIS, 1 == ALLIED) wm_set_objective_status 1 0 wm_set_objective_status 2 0 wm_set_objective_status 3 0 wm_set_objective_status 4 1 wm_set_objective_status 5 1 wm_set_objective_status 6 -1

that should be all u need to check-- the objective status-- the objectives them selves and the check game-- something is wrong and iu cannot figure out what PLEASE HELP ME