Apprentice Posted October 6, 2013 Posted October 6, 2013 I've been trying to implement the following tutorial into my map: http://jkhub.org/tutorials/article/103-rotating-doors/ but both a modified version as well as a direct one-on-one approach has no result here. Please fix this asap . . .
therfiles Posted October 6, 2013 Posted October 6, 2013 Hmmm...is there any error messages/difficulties you've had? It seems like other users have been able to implement it successfully.
CaptainCrazy Posted October 6, 2013 Posted October 6, 2013 I'm sure you'll work it out man just keep at it! One thing that i've learned over my many years of modding is that giving up isn't an option you have to keep trying, using trial and error, learning that you may have goofed up somewhere in the process.
Apprentice Posted October 6, 2013 Author Posted October 6, 2013 Hmmm...is there any error messages/difficulties you've had? It seems like other users have been able to implement it successfully.Nope. Followed it to the letter to no avail . . .
MoonDog Posted October 6, 2013 Posted October 6, 2013 Nope. Followed it to the letter to no avail . . . Run the map with devmap and do developer 1 in the console. Pay attention to what the console tells you about the scripts activation or lack thereof. therfiles likes this
Apprentice Posted October 6, 2013 Author Posted October 6, 2013 Run the map with devmap and do developer 1 in the console. Pay attention to what the console tells you about the scripts activation or lack thereof.Nothing of that kind. Only a lot of models which the game cannot find . . .
Apprentice Posted November 13, 2013 Author Posted November 13, 2013 4 weeks later, still can't get it to work. Anyone interested in making an example map ??
Onysfx Posted November 14, 2013 Posted November 14, 2013 Wish I could help, but I know nothing about mapping, and the forums unfortunately haven't been very active lately...wish I could help...here, try mentioning someone in this post, like @@eezstreet, or @@Darth Futuza. They might come help.
Circa Posted November 14, 2013 Posted November 14, 2013 The people to ask are @@Szico VII @@DT85 @@MoonDog and perhaps @@ChalklYne
ChalklYne Posted November 14, 2013 Posted November 14, 2013 I would assume it is a problem with either your targetname, spawnflags, or the script used to control it, since the rest is pretty simple... Those 3 things would be easy to overlook or screw up if not taken slowly. Szico will be your best bet here... or possibly have someone take a look at your script? Post pics of your script, and your radiant setup and it will be much easier to get to the bottom of it. I apologize for it taking so long to get an answer, and will focus on picking apart the tutorial right now and see if the problem lies there.
Szico VII Posted November 14, 2013 Posted November 14, 2013 You must be making a mistake somewhere - there are plenty of example maps - all of mine which I use it in have the source files included so you can have a look and see how it was done!It would help if you explained what youve done, step by step, so we can try and figure out whats going wrong!
Tempust85 Posted November 14, 2013 Posted November 14, 2013 Please upload your .map file so we can take a look, we are kind of shooting in the dark atm with ideas on how to help.
Apprentice Posted November 27, 2013 Author Posted November 27, 2013 Here it is: http://www.apprentice.be/Dump/CIC_doors.rar The idea is that all doors are turning (as seen aboard the Battlestar Pegasus) when the trigger is hit. For now, I've tried it with only one door, to no avail. Hopefully you will have better luck then I had . . .
Boothand Posted November 27, 2013 Posted November 27, 2013 Your door has no origin, because the origin isn't a part of the func_static, which it needs to be. Also remember, the origin is the "hinges" for the door. Secondly, the trigger targets a "t1". There is no entity with the targetname "t1", so it triggers nothing. The trigger is supposed to trigger a target_scriptrunner, which in turn must be set to run the script. From the tutorial: Next place a target_scriptrunner next to the trigger_multiple. Target the trigger to the scriptrunner. Then select just the scriptrunner, and bring up the entity properties. You will need to add the following keys and values:key: countvalue: -1key: usescriptvalue: rotamap/dooropener
Apprentice Posted November 27, 2013 Author Posted November 27, 2013 Forgot to include it, but there is a target_scriptrunner present in the original map. Anyway, even with the scriptrunner, it doesn't turn: http://www.apprentice.be/Dump/CIC_doors2.rar
MoonDog Posted November 27, 2013 Posted November 27, 2013 Few things. You don't need the multiple key on the trigger. You aren't going to need multiple entities triggering it in one frame. Not a breaking issue. Second problem. Both rotation tasks had the same exact name. The script was defaulting to the 0 0 0 rotation, thus making it appear like the script is not doing anything. Third problem. When you have a task like that involves a single func_static movement that doesn't need anything else to run, make the task dowait instead of just do. dowait runs the task and waits until it is finished before continuing the script flow. Fourth problem. I made your origin brush smaller and moved it to the edge of the door, where it would logically rotate from. https://www.dropbox.com/s/awau1s20l89vr7d/cic_fixed.rarP.S. Running your map with developer 1 told me all I needed to know in 2 seconds. Try using it when you have scripting issues. Can save you a load of time.
Apprentice Posted November 27, 2013 Author Posted November 27, 2013 Thanks, now it works As for the "developer 1" thing, I've had it enabled when debugging it myself but I didn't see any error messages in the console or could it be an OpenJK thing/bug ??
MoonDog Posted November 27, 2013 Posted November 27, 2013 Thanks, now it works As for the "developer 1" thing, I've had it enabled when debugging it myself but I didn't see any error messages in the console or could it be an OpenJK thing/bug ?? You should see information about what is happening with triggers and scripts. For instance before I even looked at the script I ran the map with developer 1 and walked into the trigger. I saw that the scripterrunner was triggered and that it rotated the target brush model to angles 0 0 0. That told me that it's was only doing that task each time. Saving me the time of picking through a script to know what is wrong.
Apprentice Posted November 27, 2013 Author Posted November 27, 2013 You should see information about what is happening with triggers and scripts. For instance before I even looked at the script I ran the map with developer 1 and walked into the trigger. I saw that the scripterrunner was triggered and that it rotated the target brush model to angles 0 0 0. That told me that it's was only doing that task each time. Saving me the time of picking through a script to know what is wrong.I never saw anything happen other then some white print commands while debugging the full map. Now with that portion, I saw some things in blue written in the console. Never saw that before . . . If I may, I have another question: is it possible to program the script so that it plays a sound when the door opens and/or closes ?? I've been trying with the sound option but the moment I compile the script, it gives an error message . . .
MoonDog Posted November 27, 2013 Posted November 27, 2013 Yeah, place the sound line in the task. This is what it'd look like: Just make sure you have it setup to the right path. If it doesn't work there is probably an issue with without sound file you are using. Which the console will tell you. Always run your level with developer 1 and devmap mapname. It helps to run sv_pure 0 as well. That way you can make changes to scripts on the fly and do map_restart. It also makes sure that if you placed the files in folders in base instead of inside a pk3 the game will read them. *edit* It should be .wav not .wave in the photo. Whoops.
Apprentice Posted November 27, 2013 Author Posted November 27, 2013 That unfortunately gives an error message when I compile the script: Parsing 'CIC.txt'...CIC.txt (10) : error: syntax error : expected string; found IDENTIFIERLine: sound ( CHAN_AUTO, sound/Aurelia/Holodeck_doors.mp3 )ERROR: at block #4!press a key:
MoonDog Posted November 27, 2013 Posted November 27, 2013 A syntax error, that's odd. Try changing the extension to .wav and see if it will compile like that.
eezstreet Posted November 28, 2013 Posted November 28, 2013 OpenJK removes no data involving developer 1, and in fact adds more messages to developer 1.
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