
Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Sep 27, 2008 05:51 PM
Msg. 1 of 13
In my extinction2 map, apparently when someone goes through a vehicle teleport, riders get left behind.
I can't see the reason for this.
Would a no rider ejection script solve this problem?
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kai5888
Joined: Jun 29, 2008
Start the revolution
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Posted: Sep 27, 2008 06:39 PM
Msg. 2 of 13
weird...
in the script you have it like this?
(script continuous warthog_tele (if (= (volume_test_object teleport1 warthog1) true) (object_teleport warthog1 exit1) ) )
right?... because that is what they used on maps like coldsnap...
i dont think rider ejection has anything to do with the problem, because if someone is in the vehicle and it teleports it should take all riders there too....
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Sep 27, 2008 07:19 PM
Msg. 3 of 13
Quote: --- Original message by: kai5888 weird...
in the script you have it like this?
(script continuous warthog_tele (if (= (volume_test_object teleport1 warthog1) true) (object_teleport warthog1 exit1) ) )
right?... because that is what they used on maps like coldsnap...
i dont think rider ejection has anything to do with the problem, because if someone is in the vehicle and it teleports it should take all riders there too.... Yeah, my script looks like that.
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kai5888
Joined: Jun 29, 2008
Start the revolution
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Posted: Sep 27, 2008 07:28 PM
Msg. 4 of 13
well it should work.... thats exactly how it works in other big maps... and it works so that anyone in a vehicle goes with it..... weird
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FoxtrotZero
Joined: Aug 3, 2008
Digging Foxholes by Profession
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Posted: Sep 27, 2008 08:52 PM
Msg. 5 of 13
Your script looks like that. Double check every character. Just one mistake can make the difference.
In LUA scripting, " and " can make or break a script because they enable different functions.
so double check and see if its correct.
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kai5888
Joined: Jun 29, 2008
Start the revolution
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Posted: Sep 27, 2008 08:54 PM
Msg. 6 of 13
i can execute each of those commands in devmode right now so yes it is correct even after checking... plus if it wasnt..... he would get an error... or it wouldnt do what he wants it to... and its not for some odd reason
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FoxtrotZero
Joined: Aug 3, 2008
Digging Foxholes by Profession
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Posted: Sep 27, 2008 09:04 PM
Msg. 7 of 13
i mean he should check. just because the script is accepted doesn't mean its correct.
example. in lua:
script.parent.brickcolor = brickcolor.new ("random") wait (0.5) Return End
That changes the brickcolor every half second, whereas:
script.parent.brickcolor = brickcolor.new ("21") wait(0.5) Return End
is accepted. but it won't work because it should be:
script.parent.brickcolor = brickcolor.new (21) wait (0.5) Return End
because the " " mean its a function, so it works. But 21 isn't a function, its the code for the color bright yellow. so the " " shouldn't be there. because they are it is accepted, but won't work.
I'm not sure if i got everything right. but the point is, that little mistake causes a script to break but still be accepted.
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kai5888
Joined: Jun 29, 2008
Start the revolution
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Posted: Sep 27, 2008 09:11 PM
Msg. 8 of 13
i know that even if you dont get errors it still might not work but that script works... it teleports said vehicle
but without said passengers... it works but im not sure whats jacekd up
but its probably not the script
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FoxtrotZero
Joined: Aug 3, 2008
Digging Foxholes by Profession
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Posted: Sep 27, 2008 10:05 PM
Msg. 9 of 13
are you not hearing me?
I am saying, Officer Egg needs to check HIS script to make sure it is EXACTLY identical to the one you posted!
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Sep 27, 2008 11:01 PM
Msg. 10 of 13
full vehicle teleporting section of script: (script continuous vehicle_tele (if (= (volume_test_object hog_tele mw) true) (object_teleport mw hog_exit) (if (= (volume_test_object hog_tele mw2) true) (object_teleport mw2 hog_exit) (if (= (volume_test_object hog_tele mw3) true) (object_teleport mw3 hog_exit) (if (= (volume_test_object hog_tele gw) true) (object_teleport gw hog_exit) (if (= (volume_test_object hog_tele gw2) true) (object_teleport gw2 hog_exit) (if (= (volume_test_object hog_tele gw3) true) (object_teleport gw3 hog_exit) (if (= (volume_test_object ship_tele mw) true) (object_teleport mw ship_tele_exit) (if (= (volume_test_object ship_tele mw2) true) (object_teleport mw2 ship_tele_exit) (if (= (volume_test_object ship_tele mw3) true) (object_teleport mw3 ship_tele_exit) (if (= (volume_test_object ship_tele gw3) true) (object_teleport gw3 ship_tele_exit) (if (= (volume_test_object ship_tele gw2) true) (object_teleport gw2 ship_tele_exit) (if (= (volume_test_object ship_tele gw) true) (object_teleport gw ship_tele_exit) (if (= (volume_test_object ship_tele tw4) true) (object_teleport tw4 ship_tele_exit) (if (= (volume_test_object ship_tele tw3) true) (object_teleport tw3 ship_tele_exit) (if (= (volume_test_object ship_tele tw1) true) (object_teleport tw1 ship_tele_exit) (if (= (volume_test_object ship_tele tw) true) (object_teleport tw ship_tele_exit) (if (= (volume_test_object ship_tele spectre4) true) (object_teleport spectre4 ship_tele_exit) (if (= (volume_test_object ship_tele spectre3) true) (object_teleport spectre3 ship_tele_exit) (if (= (volume_test_object ship_tele spectre2) true) (object_teleport spectre2 ship_tele_exit) (if (= (volume_test_object ship_tele spectre) true) (object_teleport spectre ship_tele_exit) (if (= (volume_test_object b1 spectre4) true) (object_teleport spectre4 b1_exit) (if (= (volume_test_object b1 spectre3) true) (object_teleport spectre3 b1_exit) (if (= (volume_test_object b1 spectre2) true) (object_teleport spectre2 b1_exit) (if (= (volume_test_object b1 spectre) true) (object_teleport spectre b1_exit) (if (= (volume_test_object b2 spectre4) true) (object_teleport spectre4 b2_exit) (if (= (volume_test_object b2 spectre3) true) (object_teleport spectre3 b2_exit) (if (= (volume_test_object b2 spectre2) true) (object_teleport spectre2 b2_exit) (if (= (volume_test_object b2 spectre) true) (object_teleport spectre b2_exit) (if (= (volume_test_object b1 mw) true) (object_teleport mw b1_exit) (if (= (volume_test_object b1 mw2) true) (object_teleport mw2 b1_exit) (if (= (volume_test_object b1 mw3) true) (object_teleport mw3 b1_exit) (if (= (volume_test_object b2 mw) true) (object_teleport mw b2_exit) (if (= (volume_test_object b2 mw2) true) (object_teleport mw2 b2_exit) (if (= (volume_test_object b2 mw3) true) (object_teleport mw3 b2_exit) (if (= (volume_test_object b1 gw) true) (object_teleport gw b1_exit) (if (= (volume_test_object b1 gw2) true) (object_teleport gw2 b1_exit) (if (= (volume_test_object b1 gw3) true) (object_teleport gw3 b1_exit) (if (= (volume_test_object b2 gw) true) (object_teleport gw b2_exit) (if (= (volume_test_object b2 gw2) true) (object_teleport gw2 b2_exit) (if (= (volume_test_object b2 gw3) true) (object_teleport gw3 b2_exit) (if (= (volume_test_object b1 tw4) true) (object_teleport tw4 b1_exit) (if (= (volume_test_object b1 tw3) true) (object_teleport tw3 b1_exit) (if (= (volume_test_object b1 tw1) true) (object_teleport tw1 b1_exit) (if (= (volume_test_object b1 tw) true) (object_teleport tw b1_exit) (if (= (volume_test_object b2 tw4) true) (object_teleport tw4 b2_exit) (if (= (volume_test_object b2 tw3) true) (object_teleport tw3 b2_exit) (if (= (volume_test_object b2 tw1) true) (object_teleport tw1 b2_exit) (if (= (volume_test_object b2 tw) true) (object_teleport tw b2_exit) (if (= (volume_test_object teleport gw) true) (object_teleport gw teleport_exit) (if (= (volume_test_object teleport gw2) true) (object_teleport gw2 teleport_exit) (if (= (volume_test_object teleport gw3) true) (object_teleport gw3 teleport_exit) (if (= (volume_test_object teleport gw) true) (object_teleport gw teleport_exit) (if (= (volume_test_object teleport gw2) true) (object_teleport gw2 teleport_exit) (if (= (volume_test_object teleport gw3) true) (object_teleport gw3 teleport_exit) (if (= (volume_test_object teleport tw4) true) (object_teleport tw4 teleport_exit) (if (= (volume_test_object teleport tw3) true) (object_teleport tw3 teleport_exit) (if (= (volume_test_object teleport tw1) true) (object_teleport tw1 teleport_exit) (if (= (volume_test_object teleport tw) true) (object_teleport tw teleport_exit) (if (= (volume_test_object teleport tw4) true) (object_teleport tw4 teleport_exit) (if (= (volume_test_object teleport tw3) true) (object_teleport tw3 teleport_exit) (if (= (volume_test_object teleport tw1) true) (object_teleport tw1 teleport_exit) (if (= (volume_test_object teleport tw) true) (object_teleport tw teleport_exit) (if (= (volume_test_object teleport spectre4) true) (object_teleport spectre4 teleport_exit) (if (= (volume_test_object teleport spectre3) true) (object_teleport spectre3 teleport_exit) (if (= (volume_test_object teleport spectre2) true) (object_teleport spectre2 teleport_exit) (if (= (volume_test_object teleport spectre) true) (object_teleport spectre teleport_exit) (if (= (volume_test_object cliffteleport spectre) true) (object_teleport spectre cliff_exit) (if (= (volume_test_object cliffteleport spectre2) true) (object_teleport spectre2 cliff_exit) (if (= (volume_test_object cliffteleport spectre3) true) (object_teleport spectre3 cliff_exit) (if (= (volume_test_object cliffteleport spectre4) true) (object_teleport spectre4 cliff_exit) (if (= (volume_test_object cliffteleport tw) true) (object_teleport tw cliff_exit) (if (= (volume_test_object cliffteleport tw1) true) (object_teleport tw1 cliff_exit) (if (= (volume_test_object cliffteleport tw3) true) (object_teleport tw3 cliff_exit) (if (= (volume_test_object cliffteleport tw4) true) (object_teleport tw4 cliff_exit) (if (= (volume_test_object cliffteleport it) true) (object_teleport it cliff_exit) (if (= (volume_test_object cliffteleport it1) true) (object_teleport it1 cliff_exit) (if (= (volume_test_object cliffteleport it3) true) (object_teleport it3 cliff_exit) (if (= (volume_test_object cliffteleport gw) true) (object_teleport gw cliff_exit) (if (= (volume_test_object cliffteleport gw2) true) (object_teleport gw2 cliff_exit) (if (= (volume_test_object cliffteleport mw) true) (object_teleport mw cliff_exit) (if (= (volume_test_object cliffteleport mw2) true) (object_teleport mw2 cliff_exit) (if (= (volume_test_object cliffteleport mw3) true) (object_teleport mw3 cliff_exit) (if (= (volume_test_object cliffteleport gw3) true) (object_teleport gw3 cliff_exit) (if (= (volume_test_object cliffteleport wasp) true) (object_teleport wasp cliff_exit) (if (= (volume_test_object cliffteleport wasp1) true) (object_teleport wasp1 cliff_exit) (if (= (volume_test_object cliffteleport wasp2) true) (object_teleport wasp2 cliff_exit) (if (= (volume_test_object cliffteleport wasp3) true) (object_teleport wasp3 cliff_exit) (if (= (volume_test_object cliffteleport wasp4) true) (object_teleport wasp4 cliff_exit) (if (= (volume_test_object cliffteleport wasp5) true) (object_teleport wasp5 cliff_exit) (if (= (volume_test_object escape spectre) true) (object_teleport spectre escape_exit) (if (= (volume_test_object escape spectre2) true) (object_teleport spectre2 escape_exit) (if (= (volume_test_object escape spectre3) true) (object_teleport spectre3 escape_exit) (if (= (volume_test_object escape spectre4) true) (object_teleport spectre4 escape_exit) (if (= (volume_test_object escape tw) true) (object_teleport tw escape_exit) (if (= (volume_test_object escape tw1) true) (object_teleport tw1 escape_exit) (if (= (volume_test_object escape tw3) true) (object_teleport tw3 escape_exit) (if (= (volume_test_object escape tw4) true) (object_teleport tw4 escape_exit) (if (= (volume_test_object escape it) true) (object_teleport it escape_exit) (if (= (volume_test_object escape it1) true) (object_teleport it1 escape_exit) (if (= (volume_test_object escape it3) true) (object_teleport it3 escape_exit) (if (= (volume_test_object escape gw) true) (object_teleport gw escape_exit) (if (= (volume_test_object escape gw2) true) (object_teleport gw2 escape_exit) (if (= (volume_test_object escape mw) true) (object_teleport mw escape_exit) (if (= (volume_test_object escape mw2) true) (object_teleport mw2 escape_exit) (if (= (volume_test_object escape mw3) true) (object_teleport mw3 escape_exit) (if (= (volume_test_object escape gw3) true) (object_teleport gw3 escape_exit) (if (= (volume_test_object escape wasp) true) (object_teleport wasp escape_exit) (if (= (volume_test_object escape wasp1) true) (object_teleport wasp1 escape_exit) (if (= (volume_test_object escape wasp2) true) (object_teleport wasp2 escape_exit) (if (= (volume_test_object escape wasp3) true) (object_teleport wasp3 escape_exit) (if (= (volume_test_object escape wasp4) true) (object_teleport wasp4 escape_exit) (if (= (volume_test_object escape wasp5) true) (object_teleport wasp5 escape_exit) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) )
Section: (script continuous vehicle_tele (if (= (volume_test_object hog_tele mw) true) (object_teleport mw hog_exit)
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FoxtrotZero
Joined: Aug 3, 2008
Digging Foxholes by Profession
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Posted: Sep 28, 2008 01:07 AM
Msg. 11 of 13
so what that does is state that if one of the vehicles on that list completely enters said field, than said vehicle gets teleported to the recieveing location, passengers and all. The problem is, why doesn't his passengers go through.
Is could be given an extra function to send players not in vehicles. you could give more vehicles so that they could go through, or you could even take some away so only certain vehicles can go through.
for example, cramming a scorpion into a teleporter designed for a warthog or smaller (somehow) would reject the scorpion...
hold up. check that "section" you posted at the bottom. It says something. but the propper script is
(script continuous warthog_tele (if (= (volume_test_object teleport1 warthog1) true) (object_teleport warthog1 exit1) ) )
those two parenthasies at the end are missing. meaning a function or something was not capped and is not working.
unless you just cut those out. Edited by FoxtrotZero on Sep 28, 2008 at 01:10 AM
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Sep 28, 2008 03:12 PM
Msg. 12 of 13
All the teleporting sections were at top, and all parenthesis are at the bottom. Should I move them?
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FoxtrotZero
Joined: Aug 3, 2008
Digging Foxholes by Profession
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Posted: Sep 28, 2008 03:13 PM
Msg. 13 of 13
i wouldn't be the one to ask, but i would assume so. perhaps you ought to wait for conformation from kai...
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