Ando, or anyone...
These scripts (for whip trap, punji pits, etc..) are placed in your mapname/data/mapname/scripts folder?, and assigned to the helpers in the scene?
Also, do these need to be converted to .c files? Some of these downloads are in notepad format...
Has anyone had success with the "trip flare" and synchronizing it will all clients? If so, please post. I would like to take an old map from 6 years ago that i had made, to release a night mission...
Chavez_US wrote:
Has anyone had success with the "trip flare" and synchronizing it will all clients? If so, please post. I would like to take an old map from 6 years ago that i had made, to release a night mission...
Chavez_US
Ask Ando, he made script for tripflare and we successfuly tested it. It works with no problems.
Yes I have. But its not very user friendly now, because in editor must place trip flare object + light + glow for every trip flare.
Second version is under construction too but its with some problems now.
Ok, so let me get this right. First i need to replace my Coop.c with this "COOP script with automatic global variable system" Then i need to add the other scripts in the data folder "Ie whiptrap". Then i need to place the whip trap out of view (outside the borders of my map). Then i use a dummy, script helper, or MP helper? This will go on the surface of the terrain. The script is assigned to that helper object. Then when i F8-F9 it will work in the editor, and when i finalize, it will work on all clients. Is this accurate? Also i need clarification on the dummy, script helper, or MP helper, which one is it?
Chavez_US wrote:
Ok, so let me get this right. First i need to replace my Coop.c with this "COOP script with automatic global variable system"
correct
Chavez_US wrote:
Then i need to add the other scripts in the data folder "Ie whiptrap".
Yes, you must place that trap script to you map scripts folder
Chavez_US wrote:
Then i need to place the whip trap out of view (outside the borders of my map). Then i use a dummy, script helper, or MP helper? This will go on the surface of the terrain. The script is assigned to that helper object.
for "Whip trap script for random places" is 2 objects:
1. trap object
2. tree object
shortly: tree objects is defining random places for trap. When you start map then script will choose randomly one tree and add there a trap.
Trap script must be added to trap object.
I have also easier version on that trap but its not posted now.
Main difference is that there is only one object ( trap with tree as in official SP version) and trap will be always in same position.
And of course you can add more those traps.
So, if you are interested then I will watch it over and post it.
Chavez_US wrote:
Then when i F8-F9 it will work in the editor, and when i finalize, it will work on all clients. Is this accurate?
It will work correctly only with mode script. I normally test my staff with editor (Game > Game menu > Multiplayer > Lan Create ..)
About the curve sound...
Hmmm, I tested "this" years ago but now my brain is enable to find back the solution (it's a real mess inside! lol)... - click and drag your pink camera to next position
...how to do that? I can't select my pink camera anymore... lol
Intruder wrote:
About the curve sound...
Hmmm, I tested "this" years ago but now my brain is enable to find back the solution (it's a real mess inside! lol)... - click and drag your pink camera to next position
...how to do that? I can't select my pink camera anymore... lol
Thank you!
Intruder
You cant select it visibly but click and drag somewhere on screen should move the camera ( if "move" button is turned on on camera editor, not toolbar move)
Edit:
- normal drag = move on X, Y plane
- shift + drag = move on X axis
- control + drag = move on Y axis
- shit + control + drag = move on Z axis
I Downloaded your Automated Global Variables Coop script, and just added basic respawn points for US Coop, and 1 single VC next to a hideout and behind some large rocks...I F8-F9-File save. Then i set my parameters for the game time. And selected custom script (AutomatedGlobalVariableCoop). When i went to finalize i got a preprocessing error:
line 7
message: symbol '\n' expected
after '#include' command
I am adding scripts one at a time to make sure they work first, and i cant get the first basic "AutomatedGlobalVariables" script to work...
I have the script opened, and i cannot see why it is giving me this error to begin with...
somewhere in your header of script, with another definitions (outside of main and other functions). Or use new version of sc_global.h, there are all of these definitions done.
Just downloaded the latest sdk from vietcong-coop.net, then I tried the newest scglobal.h Header file in the dev/compiler/inc and received a assembler error...
Ando, could you please send me a copy of your latest DauTien level.c file?
I am not sure if i put the lines of code (for the whiptraps) in the right places...i want to compare my code placements to yours so i can learn from my scripting mistakes...