
Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jan 11, 2009 12:30 PM
Msg. 1 of 18
Well I was creating a death box on top of my map so players cant just fly over the walls. Im kinda lazy to add playerclip so I figured id just kill you instead. With my script however, I got an error and need to know how to fix.
01.11.09 12:27:38 sapien pc 01.00.00.0609 ---------------------------------------------- 01.11.09 12:27:38 reference function: _write_to_error_file 01.11.09 12:27:38 reference address: 401b13 01.11.09 12:27:38 Couldn't read map file './sapienbeta.map' 01.11.09 12:27:38 CreateDevice succeeded with refresh rate = 0 01.11.09 12:27:39 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 01.11.09 12:27:39 Increasing sound decompression buffer size to 1048576 bytes 01.11.09 12:27:41 recompiling scripts after scenarios were merged. 01.11.09 12:27:41 this left parenthesis is unmatched.: (if (= (volume_test_object deathbox (list_get (players) 0)) true)
Thats the error. BTW, I was using EHSv2
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Jan 11, 2009 12:33 PM
Msg. 2 of 18
Add an extra ) at the end of the script.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jan 11, 2009 12:34 PM
Msg. 3 of 18
At the end of that line or at the end of the entire script?
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Jan 11, 2009 12:34 PM
Msg. 4 of 18
The entire script.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jan 11, 2009 12:43 PM
Msg. 5 of 18
Did'nt work :\ Btw this is my script:
(script continuous deathbox (begin (if (= (volume_test_object deathbox) (list_get (players) 0)) true)) (begin (unit_kill (unit (list_get (players) 0))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 1)) true)) (begin (unit_kill (unit (list_get (players) 1))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 2)) true)) (begin (unit_kill (unit (list_get (players) 2))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 3)) true)) (begin (unit_kill (unit (list_get (players) 3))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 4)) true)) (begin (unit_kill (unit (list_get (players) 4))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 5)) true)) (begin (unit_kill (unit (list_get (players) 5))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 6)) true)) (begin (unit_kill (unit (list_get (players) 6))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 7)) true)) (begin (unit_kill (unit (list_get (players) 7))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 8)) true)) (begin (unit_kill (unit (list_get (players) 8))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 9)) true)) (begin (unit_kill (unit (list_get (players) 9))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 10)) true)) (begin (unit_kill (unit (list_get (players) 10))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 11)) true)) (begin (unit_kill (unit (list_get (players) 11))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 12)) true)) (begin (unit_kill (unit (list_get (players) 12))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 13)) true)) (begin (unit_kill (unit (list_get (players) 13))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 14)) true)) (begin (unit_kill (unit (list_get (players) 14))) ) ) (if (= (volume_test_object deathbox) (list_get (players) 15)) true)) (begin (unit_kill (unit (list_get (players) 15))) ) ) ) ) ) Edited by Higuy on Jan 11, 2009 at 12:43 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jan 11, 2009 12:46 PM
Msg. 6 of 18
Quote: --- Original message by: Higuy
Did'nt work :\ Btw this is my script:
(script continuous deathbox (begin (if (= (volume_test_object deathbox (list_get (players) 0)) true)) (begin (unit_kill (unit (list_get (players) 0))) ) )
Edited by Higuy on Jan 11, 2009 at 12:43 PM FTFY
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Advancebo
Joined: Jan 14, 2008
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Posted: Jan 11, 2009 12:58 PM
Msg. 7 of 18
This one is much more simpler (global short number 0)
(script continuous deathbox
(if (= (volume_test_object deathbox (unit (list_get (players) NUMBER))) 1) (unit_kill (unit (list_get (players) NUMBER))))
(set number (+ number 1)) (if (= (> number 15) 1) (set number 0)) ) Thank kirby for this one
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Jan 11, 2009 10:18 PM
Msg. 8 of 18
they both do the same exact thing btw. if you need/want to know how they work then ill describe it. im a little busy atm.
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Jan 11, 2009 10:20 PM
Msg. 9 of 18
Why would you want to kill someone if they flew too high?
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Jan 11, 2009 10:24 PM
Msg. 10 of 18
Or if someone is trying to evade fire from another banshee and they lose track what their altitude is.
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jan 11, 2009 10:27 PM
Msg. 11 of 18
Quote: --- Original message by: Nexus Halo Why would you want to kill someone if they flew too high? Quote: --- Original message by: Higuy so players cant just fly over the walls. It's just for game play purposes, like in Sidewinder you can't fly over the middle cliffs right to the other base, except in this case he's using a kill script instead of a ceiling...which come to think of it, you're right, that isn't very smart... If you want to avoid players doing that Higuy, just set the "vehicle ceiling" at the top of the BSP tag. This way, you can avoid messing with scripts and it won't punish players for going too high when it seems logical to go that high. The ceiling is just a force that pushes them back down quickly when they pass that height.
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Jan 11, 2009 10:29 PM
Msg. 12 of 18
A kill box will just ruin gameplay.
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jan 11, 2009 10:30 PM
Msg. 13 of 18
Quote: --- Original message by: Nexus Halo A kill box will just ruin gameplay. I know, that's why I offered the ceiling solution right after I mentioned why.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jan 11, 2009 10:30 PM
Msg. 14 of 18
I would use a playerclip, only if it could go threw geometry as seeing I have semi-complicated structure in the way were the player clip would go I didn't want to use a deathbox, but seeing as there was nothing other then a playerclip, which wont work in this map. Unless, theres something else I could use. Wait ceiling solution? Is that a playerclip, or something else?
Oh so is it in .scenario or .scenario_structure_bsp? Edited by Higuy on Jan 11, 2009 at 10:34 PM
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jan 11, 2009 10:33 PM
Msg. 15 of 18
Quote: --- Original message by: Higuy
I would use a playerclip, only if it could go threw geometry as seeing I have semi-complicated structure in the way were the player clip would go I didn't want to use a deathbox, but seeing as there was nothing other then a playerclip, which wont work in this map. Unless, theres something else I could use. Wait ceiling solution? Is that a playerclip, or something else?
It's what was used in chronopolis to keep the banshees below a certain height: Quote: --- Original message by: Me KS If you want to avoid players doing that, just set the "vehicle ceiling" at the top of the BSP tag. This way, you can avoid messing with scripts and it won't punish players for going too high when it seems logical to go that high. The ceiling is just a force that pushes them back down quickly when they pass that height.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jan 11, 2009 10:35 PM
Msg. 16 of 18
Ohhh I see it. Wow, thanks man, that helps ALLOT. Now do I just set it to the hieght I want of the map, on the Z axis?
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jan 11, 2009 10:38 PM
Msg. 17 of 18
Quote: --- Original message by: Higuy Ohhh I see it. Wow, thanks man, that helps ALLOT. Now do I just set it to the hieght I want of the map, on the Z axis? No problem. Yeah, I think you just set it to however many units above 0 on the Z axis you want the force to kick in.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jan 11, 2009 10:40 PM
Msg. 18 of 18
Sweet, i'll test it tommoro and edit the post if I have any more probelms. Thanks.
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