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Waypoint Forum A place to request waypoints for a specific map, or to check on the progress of waypoints for your favorite maps.

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Scripting
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  (#1)
Tiger
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Default Scripting - 25-01-2007

Rather than just edit existing maps, I'm going to go the more sensible route of script editing I need a bit of help, though. I am using the ET/Fritzbot Wikipedia guide as I go along, but I am still stuck on a number of things. I see the ent num for a door with ent name func_explosive. The ent num is 192, and so I type this into the script:
192 //func_explosive{ spawn { remove } death { remove }} I put this at the end of the script as in the .script file for mp_savo. I can't get it to work. I'll be referencing the guide and trying to get the bsp tool to work in the meantime.
  
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Re: Scripting
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Tiger
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Default Re: Scripting - 25-01-2007

Also, I tried using the bsp reader, but it appears to work for ET only. So I assume I can't use this for RTCW. How else can I get script names, or is there another way around that? Like just locating the ent num?
  
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Re: Scripting
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the bindlestiff
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Default Re: Scripting - 25-01-2007

Hi Tiger,

I tried out the BSP reader on mp_savo and it seemed to work correctly. I didn't find any func_explosive with an entity number of 192, though. Scanning through the func_explosive entities, there was only one with an identifiable target name, "exit," with an ent num of 173.

Could this be what you're looking for?
  
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Re: Scripting
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TomTom
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Default Re: Scripting - 25-01-2007

192 //func_explosive{ spawn { remove } death { remove }}????!

Are you confusing the 2 methods?

If you use the func_explosive entity number you need to place the code inside the game_manager like
Code:
 game_manager
 {
     spawn
     {
        barrierRemove
       {
           173 //192? the entity number of the barrier to remove
       }
 ...
     }
 ...
To use the second method you need to find the name that follows "scriptname" for the entity in the bsp file

(I doubt very much that func_explosive is used like this;
Code:
{
...
"scriptname" "func_explosive"
...
}
or that this;
Code:
{
...
"scriptname" "192"
...
}
is used in the bsp. PLEASE Check the bsp again!)

If you can't handle the bsp then stick to barrierRemove method.


.one Ringstellung to rule them all.

Last edited by TomTom; 25-01-2007 at 15:09..
  
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Re: Scripting
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the bindlestiff
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Default Re: Scripting - 25-01-2007

Oops! Tiger is waypointing a RTCW map. I believe that Barrier Remove and the script method only work for ET. Back when I was waypointing RTCW maps, we had to wait for Mal to do the barrier removals in each new patch.

The 'scriptname' for entity 173 was "exit_obj3." I gave the 'target name' earlier. . .

Last edited by the bindlestiff; 25-01-2007 at 18:33..
  
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Re: Scripting
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Tiger
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Default Re: Scripting - 25-01-2007

So wait, are you telling me there's no way for me to do it on my own? Well, if I can't edit out the barriers manually I'll try to get around it some other way with map editing. If a copy of mp_savo were to be made, but without two barriers, and people who join the server with the original mp_savo in their main folder(with the barriers), would they still be able to play on the mp_savo on my server(the one without the barriers) since they have the same file name?
  
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Re: Scripting
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CrapShoot
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Default Re: Scripting - 25-01-2007

the bsp reader shouldn't be used for rtcw. The entity numbers won't match up because they rely on ET's method of spawning entities..which is different than RTCW's.

barrierRemove is ET only.

Breakable objects (like those doors) won't have a scriptname 99% of the time.

If a map is edited, it should really be given a different name. The game doesn't just check the filename.
  
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Re: Scripting
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Tiger
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Default Re: Scripting - 25-01-2007

But is there any way to do script editing with RTCW at all?
  
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Re: Scripting
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CrapShoot
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Default Re: Scripting - 25-01-2007

not for the breakables, no.

in ET, they automatically recognize and break them...
  
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Re: Scripting
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Tiger
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Default Re: Scripting - 25-01-2007

Okay, a map-editing we will go By the way, CrapShoot, for the map I did, Axis Cannon(mp_cannon), do I have to set spawn flag captures to node_flags 4? The node, 17, closest to the action for flag capture there is set to flags 4 since the waypointing guide said to set them to 4. So I have action 0 which is a flag capture action set to 16, and I have node 17, set to flags 4, since it is closes to action 0. Is this correct?

Also, one other thing. I was trying to get the aim task to work, but the bot would not look in the direction that I placed the aim action, they continued just looking around in the camp location near the aim task instead of looking out in the aim task direction. Any idea how I can make the bot camp spots so that the bots look a certain way? If the aim task isn't meant for this purpose than what is its purpose?
  
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