Der_Vorposten Beta test results

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ViPER
Supreme Commander
Supreme Commander
Posts: 1398
Joined: Fri Mar 22, 2002 2:16 am
Location: Verschneit
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Der_Vorposten Beta test results

Post by ViPER »

Well the test continues and we have uncovered a few glitches that will make improvement to an already great map.

Stalker, Here is my basic script change suggestion

Code: Select all

// ARCHITECTURE and ILLUSTRATION: Carl Gifford.
// SCRIPTING and CUSTOMTEXTURES: Daniel Clark.
main:

	level waittill prespawn

	//set scoreboard messages
	setcvar "g_obj_alliedtext1" "Allies"
	setcvar "g_obj_alliedtext2" "Overtake the Outpost"
	setcvar "g_obj_alliedtext3" "Do or Die!"
	setcvar "g_obj_axistext1" "Axis"
	setcvar "g_obj_axistext2" "Protect the Outpost"
	setcvar "g_obj_axistext3" "Defend to the Death!"

	setcvar "g_scoreboardpic" "textures/mohmenu/dmloading/der_vorposten.tga"

	level.script = maps/dm/der_vorposten

	//call additional stuff for playing this map round based is needed
	if(level.roundbased)
		thread roundbasedthread

thread derxx
thread ambientsounds
thread sw1_prep
thread trappdoor_prep
thread trappdoor2_prep
thread cab_pushbutton_prep
thread elevator_prep
thread g2_prep
thread g3_prep
thread lift1_prep
thread lift2_prep
thread turnstile_prep
thread silo_lid_prep
thread portal_3
thread lighthouse_light
thread fan1
thread fan2
thread portal_1
thread portal_2
thread portal_4
thread portal_5
thread portal_6
thread portal_7
thread portal_8

$world farplane 2500
$world farplane_bias 900
$world farplane_color (.09 .09 .078)

	level waittill spawn
end

//-----------------------------------------------------------------------------

roundbasedthread:

	// Can specify different scoreboard messages for round based games here.
	
	level waitTill prespawn

	level waittill spawn

	// set the parameters for this round based match
	level.dmrespawning = 0 // 1 or 0
	level.dmroundlimit = 5 // round time limit in minutes
	level.clockside = kills // set to axis, allies, kills, or draw

	level waittill roundstart

end

//-----------------------------------------------------------------------------

	
derxx:
      	wait .75
      	local.player = parm.other
      	local.player stufftext "togglemenu der"
     	local.player playsound Ambientxx  //Amb_M4_Basement_01.mp3
     	//local.player playsound Ambientxx wait


end

//------------------------------------------

ambientsounds:

//$radio loopsound radioxx
$derocean2 loopsound ocean2xx
$derlightwind loopsound windxx
$derfire loopsound firexx
$derstatic loopsound staticxx
$derstatic2 loopsound staticxx
$electric_transformer loopsound transformerxx
$dercricket loopsound cricketxx
$derbirds loopsound birdsxx

end

//------------------------------------------

scream1:

$frantic playsound screamxx

end

//------------------------------------------

sw1_prep:
	
	$elect_rm_lts light 3.0 1.5 1.8 175//.09 5.0 30.0 250 (Red) (Green) (Blue) (lightradius)			
	$sw1 rotatezdownto 0
	$sw1 waitmove
	$elect_rm_lts lightoff
	$elect_rm_lts wait
	$sw1_sound playsound push_button wait
	
	goto sw1_operation

//------------------------------------------

sw1_operation:
	
	$sw1_trigger wait .1
	$sw1_trigger triggerable
	$sw1_trigger waittill trigger
	$sw1 playsound push_button
	$sw1 playsound push_button wait
	$sw1 rotatezupto 90
	$sw1 time .25
	$sw1 waitmove
	$elect_rm_lts lighton
	$elect_rm_lts wait
	$sw1 playsound push_button
	$sw1 playsound push_button wait
	$sw1_trigger wait .5
	$sw1_trigger triggerable
	$sw1_trigger waittill trigger
	$sw1 playsound push_button
	$sw1 playsound push_button wait
	$sw1 rotatezdownto 0
	$sw1 time .25
	$sw1 waitmove
	$elect_rm_lts lightoff
	$elect_rm_lts wait
	$sw1 playsound push_button
	$sw1 playsound push_button wait
	
	goto sw1_operation

//------------------------------------------

trappdoor_prep:
	
	$trappdoor rotatexdownto 0
	$trappdoor waitmove
	$trappdoor playsound trap_open wait
	$trappdoor playsound trap_close wait
	
	goto trappdoor_operation

//------------------------------------------

trappdoor_operation:
	
	$trappdoor_trigger wait .5
	$trappdoor_trigger triggerable
	$trappdoor_trigger waittill trigger
	$trappdoor openportal
	$trappdoor playsound trap_open
	$trappdoor playsound trap_open wait
	$trappdoor rotatexupto 95
	$trappdoor time .45
	$trappdoor waitmove
	$trappdoor_trigger wait .5
	$trappdoor_trigger triggerable
	$trappdoor_trigger waittill trigger
	$trappdoor playsound trap_close
	$trappdoor playsound trap_close wait
	$trappdoor rotatexdownto 0
	$trappdoor time .45
	$trappdoor closeportal
	$trappdoor waitmove
	
	goto trappdoor_operation


//------------------------------------------
	
trappdoor2_prep:
	
	$trappdoor2 rotatezupto 0
	$trappdoor2 waitmove
	$trappdoor2 playsound trap_open wait
	$trappdoor2 playsound trap_close wait
	
	goto trappdoor2_operation

//------------------------------------------

trappdoor2_operation:
	
	$trappdoor2_trigger wait .5
	$trappdoor2_trigger triggerable
	$trappdoor2_trigger waittill trigger
	$trappdoor2 openportal
	$trappdoor2 playsound trap_open
	$trappdoor2 playsound trap_open wait
	$trappdoor2 rotatezdownto -95
	$trappdoor2 time .45
	$trappdoor2 waitmove
	$trappdoor2_trigger wait .5
	$trappdoor2_trigger triggerable
	$trappdoor2_trigger waittill trigger
	$trappdoor2 playsound trap_close
	$trappdoor2 playsound trap_close wait
	$trappdoor2 rotatezupto 0
	$trappdoor2 time .45
	$trappdoor2 closeportal
	$trappdoor2 waitmove
	
	goto trappdoor2_operation


//------------------------------------------
// Elevator_cab_Button
//------------------------------------------

cab_pushbutton_prep:

	$elevator_button bind $elevator
	$elevator_button_trigger bind $elevator

	goto cab_pushbutton

//------------------------------------------

cab_pushbutton:

	$elevator_button_trigger waittill trigger
	$elevator_button playsound push_button
	wait .1
	
	goto cab_pushbutton

//------------------------------------------
// Elevator
//------------------------------------------

elevator_prep:

	$elevator moveto $first_floor  // Set the destination.
	$elevator move  // Moves elevator to starting point.
	
	level.elepos = 0 // Defines the position of the elevator. "0 - down" "1 - up"
	
	$ironwheels bind $elevator
	$scream bind $elevator
	$scream_hurt bind $elevator
	
	thread elevator_standby1
	thread elevator_standby2
	thread elevator_standby3

	
end
//-----------------------------------------------------------------------	
	
elevator_standby1: 

 	$elevator_trigger1 waittill trigger
	if (level.elepos == 0) // If lift state is down, use this thread. 
	{ 
	println "elevator down - moving up" //prints to console if the developer mode is set.
	goto lift_move_up
	end
	} 
	else 
	if (level.elepos == 1) // if lift state is up, use this thread. 
	{ 
	println "elevator up - moving down" //prints to console if the developer mode is set. 
	goto lift_move_down
	end  
	}

	

end  
//---------------------------------------------------------------------------

elevator_standby2:	
	
	$elevator_trigger2 waittill trigger

	if (level.elepos == 0) // If lift state is down, use this thread. 
	{ 
	goto lift_move_up
	end
	}

	

end
//---------------------------------------------------------------------------

elevator_standby3:	
	
	$elevator_trigger3 waittill trigger

	if (level.elepos == 1) // If lift state is up, use this thread. 
	{ 
	goto lift_move_down
	end
	}

		

end  
//---------------------------------------------------------------------------


lift_move_up: 

	$elevator_trigger1 wait 9.8
	$elevator_trigger2 wait 9.8
	$elevator_trigger3 wait 9.8

	$ironwheels loopsound elevmotorxx
	$motorspeaker loopsound power_generatorxx
        
	$elevator speed 40 
	$elevator moveto $first_floor_speed1 //set the destination and speed
	$elevator waitmove
	$elevator speed 50
	$elevator moveto $first_floor_speed2 //set the destination and speed 
	$elevator waitmove
	$elevator speed 60
	$elevator moveto $second_floor_speed2 //set the destination and speed
	$elevator waitmove
	$elevator speed 50
	$elevator moveto $second_floor_speed1 //set the destination and speed
	$elevator waitmove
	$elevator speed 40
	$elevator moveto $second_floor //set the stop destination
	$elevator waitmove // wait till the elevator has completed the move
	$ironwheels loopsound elevmotorxx wait
	$motorspeaker loopsound power_generatorxx wait
        
	level.elepos = 1 // set the elepos to up

	thread elevator_standby1
	thread elevator_standby2
	thread elevator_standby3

end

lift_move_down: 

	$elevator_trigger1 wait 7.8
	$elevator_trigger2 wait 7.8
	$elevator_trigger3 wait 7.8
	
	$ironwheels loopsound elevmotorxx
	$motorspeaker loopsound power_generatorxx
        
	$elevator speed 43
	$elevator moveto $second_floor_speed1 //set the destination and speed
	$elevator waitmove
	$elevator speed 63
	$elevator moveto $second_floor_speed2 //set the destination and speed 
	$elevator waitmove
	$elevator speed 73
	$elevator moveto $first_floor_speed2 //set the destination and speed 
	$elevator waitmove
	$elevator speed 63
	$elevator moveto $first_floor_speed1 //set the destination and speed 
	$elevator waitmove
	$elevator speed 43
	$elevator moveto $first_floor //set the stop destination 
	$elevator waitmove // wait till the elevator has completed the move 
	$ironwheels loopsound elevmotorxx wait 
	$motorspeaker loopsound power_generatorxx wait
        
	level.elepos = 0 // set the elepos to down
	 
	thread elevator_standby1
	thread elevator_standby2
	thread elevator_standby3

end

//-----------------------------------------------------------------
//gates             g2, g3
//Waypoint(closed)  g2_cl, g3_cl
//Waypoint(open)    g2_op, g3_op
//model tik         g2speaker, g3speaker
//Triggers          g1_trigger2, g1_trigger3
//setthread         g1_standby2, g1_standby3
//-----------------------------------------------------------------
//
//NOTEs: Waypoint      Right click 2D----->info----->waypoint
//       Gate Entity   Right click 2D----->Script--->Object
//------------------------------------------
// Gate2
//------------------------------------------

g2_prep:

	$g2 moveto $g2_cl  // Set the destination.
	$g2 move  // Moves gate to starting point.
	$g2 speed 25 // sets the gate move speed
	level.g2pos = 0 // Defines the position of the gate. "0 - closed" "1 - opened"
	$g2_wheelsupport bind $g2
	$g2_wheel bind $g2_wheelsupport
	
	thread g2_standby1
	thread g2_standby2
	thread g2_standby3
	
	
end

//-----------------------------------------------------------------------	
	
g2_standby1: 

	$g2_trigger1 triggerable  // Turns on the trigger
 
	$g2_trigger1 waittill trigger 
	if (level.g2pos == 0) // If gate state is closed, use this thread. 
	{ 
	println "gate closed - opening" //prints to console if the developer mode is set.
	goto g2_opening
	end
	} 
	else 
	if (level.g2pos == 1) // if gate state is open, use this thread. 
	{ 
	println "gate open - closing" //prints to console if the developer mode is set. 
	goto g2_closing
	end  
	}

end  
//---------------------------------------------------------------------------

g2_standby2: 

	$g2_trigger2 triggerable  // Turns on the trigger
 
	$g2_trigger2 waittill trigger 
	if (level.g2pos == 0) // If gate state is closed, use this thread. 
	{ 
	println "gate closed - opening" //prints to console if the developer mode is set.
	goto g2_opening
	end
	} 
	else 
	if (level.g2pos == 1) // if gate state is open, use this thread. 
	{ 
	println "gate open - closing" //prints to console if the developer mode is set. 
	goto g2_closing
	end  
	}

end 

//---------------------------------------------------------------------------

g2_standby3: 

	$g2_trigger3 triggerable  // Turns on the trigger
 
	$g2_trigger3 waittill trigger 
	if (level.g2pos == 0) // If gate state is closed, use this thread. 
	{ 
	println "gate closed - opening" //prints to console if the developer mode is set.
	goto g2_opening
	end
	} 
	else 
	if (level.g2pos == 1) // if gate state is open, use this thread. 
	{ 
	println "gate open - closing" //prints to console if the developer mode is set. 
	goto g2_closing
	end  
	}

end  

//----------------------------------------------------------------------

g2_opening: 

	$g2_wheel rotatex -150
	$g2 moveto $g2_op //set the destination
	$g2speaker loopsound gatemotorxx
	$g2 waitmove // wait till the gate has completed the move
	$g2speaker loopsound gatemotorxx wait
	wait .1
	
	level.g2pos = 1 // set the g2pos to up
	
	$g2_wheel rotatex wait
	thread g2_standby1
	thread g2_standby2
	thread g2_standby3

end

g2_closing: 

	$g2_wheel rotatex 150
	$g2 moveto $g2_cl //set the destination 
	$g2speaker loopsound gatemotorxx
	$g2 waitmove // wait till the gate has completed the move 
	$g2speaker loopsound gatemotorxx wait 
	wait .1
	
	level.g2pos = 0 // set the g2pos to down
	
	$g2_wheel rotatex wait
	thread g2_standby1
	thread g2_standby2
	thread g2_standby3

end


//------------------------------------------
// Gate3
//------------------------------------------

g3_prep:

	$g3 moveto $g3_cl  // Set the destination.
	$g3 move  		// Moves gate to starting point.
	$g3 speed 25 // sets the gate move speed
	level.g3pos = 0 // Defines the position of the gate. "0 - closed" "1 - opened"
	$g3_wheelsupport bind $g3
	$g3_wheel bind $g3_wheelsupport

	thread g3_standby1
	thread g3_standby2
	thread g3_standby3

end
//-----------------------------------------------------------------------	
	
g3_standby1: 

	$g3_trigger1 triggerable  // Turns on the trigger
 
	$g3_trigger1 waittill trigger 
	if (level.g3pos == 0) // If gate state is closed, use this thread. 
	{ 
	println "gate closed - opening" //prints to console if the developer mode is set.
	goto g3_opening
	end
	} 
	else 
	if (level.g3pos == 1) // if gate state is opened, use this thread. 
	{ 
	println "gate opened - closeing" //prints to console if the developer mode is set. 
	goto g3_closing
	end  
	}

end  
//---------------------------------------------------------------------------

g3_standby2: 

	$g3_trigger2 triggerable  // Turns on the trigger
 
	$g3_trigger2 waittill trigger 
	if (level.g3pos == 0) // If gate state is closed, use this thread. 
	{ 
	println "gate closed - opening" //prints to console if the developer mode is set.
	goto g3_opening
	end
	} 
	else 
	if (level.g3pos == 1) // if gate state is opened, use this thread. 
	{ 
	println "gate opened - closeing" //prints to console if the developer mode is set. 
	goto g3_closing
	end  
	}

end  

//---------------------------------------------------------------------------


g3_standby3: 

	$g3_trigger3 triggerable  // Turns on the trigger
 
	$g3_trigger3 waittill trigger 
	if (level.g3pos == 0) // If gate state is closed, use this thread. 
	{ 
	println "gate closed - opening" //prints to console if the developer mode is set.
	goto g3_opening
	end
	} 
	else 
	if (level.g3pos == 1) // if gate state is opened, use this thread. 
	{ 
	println "gate opened - closeing" //prints to console if the developer mode is set. 
	goto g3_closing
	end  
	}

end  

//----------------------------------------------------------------------


g3_opening: 

	
	$g3_wheel rotatex -150
	$g3 moveto $g3_op //set the destination
	$g3speaker loopsound gatemotorxx
	$g3 waitmove // wait till the gate has completed the move
	$g3speaker loopsound gatemotorxx wait
	wait .1
	
	level.g3pos = 1 // set the g3pos to up
	
	$g3_wheel rotatex wait
	thread g3_standby1
	thread g3_standby2
	thread g3_standby3

end	
	
g3_closing: 

	
	$g3_wheel rotatex 150
	
	$g3 moveto $g3_cl //set the destination 
	$g3speaker loopsound gatemotorxx
	$g3 waitmove // wait till the gate has completed the move 
	$g3speaker loopsound gatemotorxx wait 
	wait .1
	
	level.g3pos = 0 // set the g3pos to down
	
	$g3_wheel rotatex wait
	thread g3_standby1
	thread g3_standby2
	thread g3_standby3
 
end

//------------------------------------------
// lift1
//------------------------------------------

lift1_prep:

	$lift1_trigger1 bind $lift1
	$lift1 moveto sl1  // Set the destination.
	$lift1 move  // Moves lift1 to starting point.
	
	level.liftpos1 = 0 // Defines the position of the lift1. "1 - down" "0 - up"
	
	$l1motor bind $lift1

      	goto lift1_move_up1
	
end

//---------------------------------------------------------------------------

lift_jossle1z:

	$lift1 rotatezdownto -1.1 
	$lift1 time .2
        $lift1 rotatez wait
	
end

lift_jossle2z:

	$lift1 rotatezupto 0 
	$lift1 time .2
        $lift1 rotatez wait
	
end

lift_jossle3z:

	$lift1 rotatezupto 1.1
	$lift1 time .2
        $lift1 rotatez wait
	
end

lift_jossle4z:

	$lift1 rotatezdownto 0 
	$lift1 time .2
        $lift1 rotatez wait
	
end
//---------------------------------------------------------------------------

lift_jossle1x:

	$lift1 rotatexdownto -12 
	$lift1 time 4
        $lift1 rotatex wait 
	
end

lift_jossle2x:

	$lift1 rotatexupto 0 
	$lift1 time 4
        $lift1 rotatex wait 
	
end

lift_jossle3x:

	$lift1 rotatexupto 12 
	$lift1 time 2
        $lift1 rotatex wait 
	
end

lift_jossle4x:

	$lift1 rotatexdownto 0 
	$lift1 time 2
        $lift1 rotatex wait
	
end

lift_jossle5x:

	$lift1 rotatexupto 1.2 
	$lift1 time .5
        $lift1 rotatex wait 
	
end


//---------------------------------------------------------------------------


lift1_move_up1: 
        
	
	$l1motor loopsound elevmotorxx
	
	$lift1 speed 30
	$lift1 moveto $sl1 
        $lift1 waitmove
	$lift1 moveto $sl2
	$lift1 waitmove
	thread lift_jossle3z
	$lift1 moveto $sl3
	$lift1 waitmove
	thread lift_jossle4z
	$lift1 speed 60
	$lift1 moveto $sl3b
	$lift1 waitmove
	$lift1 speed 80
	$lift1 moveto $sl4
	$lift1 waitmove
	$lift1 speed 100
	$lift1 moveto $sl5
	$lift1 waitmove
	$lift1 speed 120
	$lift1 moveto $sl6
	$lift1 waitmove
	$lift1 speed 110
	$lift1 moveto $sl7
	$lift1 waitmove
        $lift1 speed 90
	$lift1 moveto $sl8
	$lift1 waitmove
        $lift1 speed 80 
	$lift1 moveto $sl8b
	$lift1 waitmove
	$lift1 speed 60
	$lift1 moveto $sl9
	$lift1 waitmove
        thread lift_jossle1z
	thread lift_jossle3x     
	thread lift_jossle4x	
	$lift1 speed 35
	$lift1 moveto $sl10
	$lift1 waitmove
	thread lift_jossle2z
	thread lift_jossle1x	
	thread lift_jossle2x
	$lift1 rotatez wait .01 
	$lift1 rotatex wait .01
	$lift1 speed 30
	$lift1 moveto $sl11
	$lift1 waitmove 1     
	thread lift_jossle5x       
	$lift1 rotatex wait
	thread lift_jossle4x
	$l1motor stoploopsound elevmotorxx 
	$l1motor loopsound elevmotorxx wait
	level.liftpos1 = 1
	
	$lift1 waitmove
	wait 2
	goto lift1_move_down1

end

lift1_move_down1: 
	
	$l1motor loopsound elevmotorxx

if($lift1_trigger1 != NULL)
	{
	$lift1_trigger1 wait 31 // hmmm... what are these for ? I get NULL error.ViP 
	}

if($lift1_trigger2 != NULL)
	{
	$lift1_trigger2 wait 31 // hmmm... what are these for ? I get NULL error.ViP 
	}

if($lift1_trigger3 != NULL)
	{
	$lift1_trigger3 wait 31 // hmmm... what are these for ? I get NULL error.ViP 
	}


	$lift1 speed 30
	$lift1 moveto $sl11
	$lift1 waitmove    
	$lift1 moveto $sl10 
        thread lift_jossle2z
        $lift1 moveto $sl9 
        $lift1 waitmove
        thread lift_jossle1z
	$lift1 speed 50
	$lift1 moveto $sl8b 
        $lift1 waitmove
	$lift1 speed 70
	$lift1 moveto $sl8 
        $lift1 waitmove
        $lift1 speed 90 
	$lift1 moveto $sl7 
        $lift1 waitmove
        $lift1 speed 95
	$lift1 moveto $sl6 
        $lift1 waitmove
	$lift1 speed 90
	$lift1 moveto $sl5 
        $lift1 waitmove
	$lift1 speed 80
	$lift1 moveto $sl4 
        $lift1 waitmove
	$lift1 speed 70
	$lift1 moveto $sl3b 
        $lift1 waitmove
	$lift1 speed 50
	$lift1 moveto $sl3 
        $lift1 waitmove
	thread lift_jossle3z
	$lift1 speed 35
	$lift1 moveto $sl2 
        $lift1 waitmove
	thread lift_jossle4z
	$lift1 speed 30
	$lift1 moveto $sl1 
        $lift1 waitmove 1
	$l1motor stoploopsound elevmotorxx
	$l1motor loopsound elevmotorxx wait 
        level.liftpos1 = 0
	
	$lift1 waitmove
	wait 2
	goto lift1_move_up1

end

//------------------------------------------
// lift2
//------------------------------------------

lift2_prep:

	
	$lift2 moveto l1  // Set the destination.
	$lift2 move  		// Moves lift1 to starting point.
	
	level.lift2pos1 = 0 // Defines the position of the lift1. "1 - down" "0 - up"
	
	$lift2motor bind $lift2
	goto lift2_move_up1


end

//---------------------------------------------------------------------------

lift_jossle5z:

	$lift2 rotatezdownto -1.5 
	$lift2 time .2
        $lift2 rotatez wait
	
end

lift_jossle6z:

	$lift2 rotatezupto 0 
	$lift2 time .2
        $lift2 rotatez wait
	
end

lift_jossle7z:

	$lift2 rotatezupto 1.5 
	$lift2 time .2
        $lift2 rotatez wait
	
end

lift_jossle8z:

	$lift2 rotatezdownto 0 
	$lift2 time .2
        $lift2 rotatez wait
	
end

//---------------------------------------------------------------------------

lift2_move_up1: 
	
	$lift2motor loopsound elevmotorxx
	$lift2 speed 30
	$lift2 moveto $l1
	$lift2 waitmove
	$lift2 moveto $l2
	$lift2 waitmove
	thread lift_jossle5z
	$lift2 speed 50
	$lift2 moveto $l3
	$lift2 waitmove
	thread lift_jossle6z
	$lift2 speed 60
	$lift2 moveto $l3b
	$lift2 waitmove
	$lift2 speed 85
	$lift2 moveto $l4
	$lift2 waitmove
	$lift2 speed 120
	$lift2 moveto $l5
	$lift2 waitmove
	$lift2 speed 140
	$lift2 moveto $l6
	$lift2 waitmove
	$lift2 speed 120
	$lift2 moveto $l7
	$lift2 waitmove
	$lift2 speed 95
	$lift2 moveto $l8
        $lift2 waitmove
        $lift2 speed 75
	$lift2 moveto $l8b
        $lift2 waitmove
	$lift2 speed 55
	$lift2 moveto $l9
        $lift2 waitmove
        thread lift_jossle7z
	$lift2 speed 35
	$lift2 moveto $l10
        $lift2 waitmove
        thread lift_jossle8z
	$lift2 speed 30
	$lift2 moveto $l11
        $lift2 waitmove 1
        $lift2motor stoploopsound elevmotorxx 
	$lift2motor loopsound elevmotorxx wait
        level.lift2pos1 = 1
	$lift2 waitmove
	wait 2
	

	goto lift2_move_down1
  
end

//---------------------------------------------------------------------------

lift2_move_down1: 

	$lift2motor loopsound elevmotorxx
	$lift2 speed 30
        $lift2 moveto $l11
	$lift2 waitmove
	thread lift_jossle7z
	$lift2 speed 30
	$lift2 moveto $l10
        $lift2 waitmove	
        thread lift_jossle8z
	$lift2 speed 60
	$lift2 moveto $l9
        $lift2 waitmove
	$lift2 speed 85
	$lift2 moveto $l8b
        $lift2 waitmove
	$lift2 speed 100
	$lift2 moveto $l8
        $lift2 waitmove
        $lift2 speed 120
	$lift2 moveto $l7
	$lift2 waitmove
        $lift2 speed 115
	$lift2 moveto $l6 
        $lift2 waitmove
	$lift2 speed 110
	$lift2 moveto $l5 
        $lift2 waitmove
	$lift2 speed 95
	$lift2 moveto $l4 
        $lift2 waitmove
	$lift2 speed 75
	$lift2 moveto $l3b 
        $lift2 waitmove
	$lift2 speed 40
	$lift2 moveto $l3 
        $lift2 waitmove
	thread lift_jossle5z
	$lift2 speed 30
	$lift2 moveto $l2 
        $lift2 waitmove
	thread lift_jossle6z
	$lift2 speed 30
	$lift2 moveto $l1 
        $lift2 waitmove
	$lift2motor stoploopsound elevmotorxx
	$lift2motor loopsound elevmotorxx wait 
        level.lift2pos1 = 0
	$lift2 waitmove 
	wait 2

	goto lift2_move_up1

end

//---------------------------------------------------------------------------

turnstile_prep:

	$turnstile_arm bind $turnstile
	level.turnstile_pos = 0 // Defines the position of the turnstile. "0 - down" "1 - up"
	$turnstile_trigger wait 10.2 //sets trigger
	
	goto turnstile_standby // standing by for player to activate the trigger 
//-----------------------------------------------------------------------	
	
turnstile_standby: 

	$turnstile_trigger waittill trigger
	if (level.turnstile_pos == 0) // If turnstile position is down, use this thread. 
	{ 
	println "turnstile down - moving up" //prints to console if the developer mode is set.
	goto turnstile_move_up
	
	end
	} 
	else 
	if (level.turnstile_pos == 1) // if turnstile position is up, use this thread. 
	{ 
	println "turnstile up - moving down" //prints to console if the developer mode is set. 
	goto turnstile_move_down
	
	end  
	}

end
//---------------------------------------------------------------------------

turnstile_motor:	

	$turnstile_motor loopsound turnstile_motorxx
	wait 10.1 
	$turnstile_motor stoploopsound turnstile_motorxx
	
end
//---------------------------------------------------------------------------

turnstile_move_up: 
	
	$turnstile_trigger wait 10.2
	thread turnstile_motor
	$turnstile rotateXdownto -80 
	$turnstile time 10
        $turnstile waitmove
	
	level.turnstile_pos = 1 // set the turnstile_pos to up
	
	goto turnstile_standby 

end

turnstile_move_down:	
	
	$turnstile_trigger wait 10.2
	thread turnstile_motor
	$turnstile rotateXupto 0
	$turnstile time 10
        $turnstile waitmove
	
	level.turnstile_pos = 0 // set the turnstile_pos to down
	 
	goto turnstile_standby 

end

//------------------------------------------

silo_lid_prep:
	
	$silo_lid moveto $silo_lid_1  // Set the destination.
	$silo_lid move  		// Moves gate to starting point.
	$silo_lid speed 25 // sets the gate move speed
	
	
	level.silo_lid_pos = 0 // Defines the position of the gate. "0 - closed" "1 - opened"
	
	goto silo_lid_standby1
	

end

//-----------------------------------------------------------------------	
	
silo_lid_standby1: 
	
	$silo_lid_motor loopsound power_generatorxx wait
	$silo_lid_trigger wait 16.1
	$silo_lid_trigger triggerable  // Turns on the trigger
 	$silo_lid_trigger waittill trigger 
	
	if (level.silo_lid_pos == 0) // If silo_lid state is closed, use this thread. 
	{ 
	println "silo closed - opening" //prints to console if the developer mode is set.
	thread silo_lid_opening
	end
	} 
	else 
	if (level.silo_lid_pos == 1) // if silo_lid state is opened, use this thread. 
	{ 
	println "silo opened - closeing" //prints to console if the developer mode is set. 
	thread silo_lid_closing
	end  
	}

end  

//----------------------------------------------------------------------


silo_lid_opening: 
	
	$silo_lid moveto $silo_lid_2 //set the destination
	$silo_lid_motor loopsound power_generatorxx
	$silo_lid waitmove // wait till the silo_lid has completed the move
	
	level.silo_lid_pos = 1 // set the silo_lid pos to open
	
	goto silo_lid_standby1
	

end	
	
silo_lid_closing: 
	
	$silo_lid moveto $silo_lid_1 //set the destination 
	$silo_lid_motor loopsound power_generatorxx
	$silo_lid waitmove // wait till the silo_lid has completed the move 
	
	level.silo_lid_pos = 0 // set the silo_lid pos to close
	
	
	goto silo_lid_standby1
	

end

//----------------------------------------------------------------------

portal_3: 
        
	while (1)
	{
	$silo_lid_trigger waittill trigger
	$prt3 openportal
	$silo_lid_trigger waittill trigger
	wait 16
	$prt3 closeportal
	}
	
	
end
//------------------------------------------

lighthouse_light:
	
	$lightbeam bind $light_base
	$frontlight_1 bind $light_base
	$frontlight_2 bind $light_base
	$light_reflector bind $light_base
	$light_base rotatey -30

end

//------------------------------------------

fan1:

	
	$blade1 bind $fan1
	$blade2 bind $fan1
	$blade3 bind $fan1
	$blade4 bind $fan1
	$blade5 bind $fan1
	$blade6 bind $fan1
	$fan1 rotatey 460 // the number indicates the speed of the fans rotation. Use -325 to rotate the fan the other way.

end

//---------------------------------------------------------------------------

fan2:

	
	$blade7 bind $fan2
	$blade8 bind $fan2
	$blade9 bind $fan2
	$blade10 bind $fan2
	$fan2 rotatez -250 // the number indicates the speed of the fans rotation. Use -325 to rotate the fan the other way.

end

//---------------------------------------------------------------------------

portal_1: 

	while(1) 
	{ 

	$trigger_prt1 waittill trigger 

	local.player=parm.other 

	$prt1 openportal 

	while(local.player istouching $trigger_prt1) 
	waitframe 

	$prt1 closeportal 

	} 
end // not needed after an endless loop but good habit to get into 

//---------------------------------------------------------------------------

portal_2: 

	while(1) 
	{ 

	$trigger_prt2 waittill trigger 

	local.player=parm.other 

	$prt2 openportal 

	while(local.player istouching $trigger_prt2) 
	waitframe 

	$prt2 closeportal 

	} 
end // not needed after an endless loop but good habit to get into 

//---------------------------------------------------------------------------
//$prt3 operates silo portal
//---------------------------------------------------------------------------

portal_4: 

	while(1) 
	{ 

	$trigger_prt4 waittill trigger 

	local.player=parm.other 

	$prt4 openportal 

	while(local.player istouching $trigger_prt4) 
	waitframe 

	$prt4 closeportal 

	} 
end // not needed after an endless loop but good habit to get into 

//---------------------------------------------------------------------------

portal_5: 

	while(1) 
	{ 

	$trigger_prt5 waittill trigger 

	local.player=parm.other 

	$prt5 openportal 

	while(local.player istouching $trigger_prt5) 
	waitframe 

	$prt5 closeportal 

	} 
end // not needed after an endless loop but good habit to get into 

//---------------------------------------------------------------------------

portal_6: 

	while(1) 
	{ 

	$trigger_prt6 waittill trigger 

	local.player=parm.other 

	$prt6 openportal 

	while(local.player istouching $trigger_prt6) 
	waitframe 

	$prt6 closeportal 

	} 
end // not needed after an endless loop but good habit to get into 

//---------------------------------------------------------------------------

portal_7: 

	while(1) 
	{ 

	$trigger_prt7 waittill trigger 

	local.player=parm.other 

	$prt7 openportal 

	while(local.player istouching $trigger_prt7) 
	waitframe 

	$prt7 closeportal 

	} 
end // not needed after an endless loop but good habit to get into 

//---------------------------------------------------------------------------

portal_8: 

	while(1) 
	{ 

	$trigger_prt8 waittill trigger 

	local.player=parm.other 

	$prt8 openportal 

	while(local.player istouching $trigger_prt8) 
	waitframe 

	$prt8 closeportal 

	} 
end // not needed after an endless loop but good habit to get into 

//----------------------------------------------------------------------
//FINAL






Moving Target
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< TWL > Hall of Fame
Posts: 224
Joined: Mon Nov 25, 2002 6:22 pm
Location: Victoria BC, Canada

Post by Moving Target »

Yep, I agree with ViPER.......................altho' I have absolutely no idea what he said!

Still an AWESOME map!
See Ya There!
Stalker
Posts: 19
Joined: Sun Dec 10, 2006 11:49 am
Contact:

Post by Stalker »

Ok.....Phantom and I havnt been online much the past few days....we have been busy fixing some errors that were found in the level.
The Brick wall in the Office while playing breakthrough has been fixed. It was caused by an entity that doesnt exist in breakthrough but only spearhead. The disappearing man in the tram glitch has been fixed as well as various fixes including lighting has been increased 8 percent. The fog has also been increased and now it looks a bit more like morning time. Buttons have been taken off of the gates inside and out. Now you have to used the buttons inside the garage or in the guard houses to open the gate. In the next few days ill give viper the new map to release and we can give it the once over and hopefully release it as a final.
ViPER
Supreme Commander
Supreme Commander
Posts: 1398
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Location: Verschneit
Contact:

Post by ViPER »

Hey Stalker,

We noticed a conflict with the light beam dust in dorf. If the textures and shaders are the same Im not sure what is happening. Either way you might want to change the name of the tga's and the shader script.
Stalker
Posts: 19
Joined: Sun Dec 10, 2006 11:49 am
Contact:

Post by Stalker »

actually the light beam doesnt even have a custom texture....not sure what it is but we will look into it.....weird
ViPER
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Posts: 1398
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Post by ViPER »

I think lightbeam also had an error. Is the kitchen (where we saw snow) near 0 0 0 coords ? Is lightbeam casting the snow error?
Stalker
Posts: 19
Joined: Sun Dec 10, 2006 11:49 am
Contact:

Post by Stalker »

Ok we fixed the snow in our level. Its actually an entity that doesnt work with Stock mohaa. We forgot about it and left it because it didnt work. Apparently one of your maps has a fixed version of this entity and there makes the entities in our map and dorf active. As for der vorposten we have fixed the glitches people found and addressed some of the complaints about lighting. Ive sent you the updated pk3 to check out and before you release it to the clan we need to go over the lighthouse beam texture to find out whats wrong with it. The lightbeam has a texture removed im not sure what phantom was thinking he thinks it looks better without a texture I think It looks like shit. Anyways a texture from one of your map packs took over and thats probably the error. The VIS has been updated and fps are up a bit. Anyways check it out plus I just realized phantom might have used the old script not sure though.
ViPER
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Posts: 1398
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Contact:

Post by ViPER »

you sure you sent me the new one ? - snow still in kitchen and the beamdust still conflicts unless i remove it from the folder.

Let me say - when you use textures and shaders from other maps - rename the texture folders like "vorposten_textures" and the shaders and thier pointers. that way you will be sure not to run into any conflicts in your map or others.

I would make sure to put in the new script also as the main layout had some major errors.
Stalker
Posts: 19
Joined: Sun Dec 10, 2006 11:49 am
Contact:

Post by Stalker »

oops i think i sent you the old...ill send you the new one
Roadrunner
Division Commander
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Posts: 127
Joined: Thu Nov 02, 2006 4:02 pm
Location: Elk Grove CA
Contact:

Post by Roadrunner »

Hey Viper, can you be a little more specific? lol
ViPER
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Posts: 1398
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Location: Verschneit
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Post by ViPER »

I have discovered an error in the ui/admin.urc

bad token "{" resource label lines 43 - 45
ViPER
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Location: Verschneit
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Post by ViPER »

Stalker - Do you want to do another beta on the new version? or just release it?
Stalker
Posts: 19
Joined: Sun Dec 10, 2006 11:49 am
Contact:

Post by Stalker »

Well we have been working hard to get everything up and running. We have absolutely no Idea where the snow came from unless its another levels script conflicting or something. There is nothing in the .map file there at all. As far as other glitches we fixed the bad token glitch and some vis glitching and we think its about ready to be played. I would be happier if we had another map BETA test to see if the map crashes servers before releasing it but other than that unless there is a bad glitch we wont change anything. Im sending you the updated map right now and check it out.
hitman
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Post by hitman »

TO MUCH INFO FOR MW LOL
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