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  1. #11
    If anyone else is following this...

    I have noticed that once you raise a flag and stand back for 10 seconds or so then step to the post again it will repeat the call to print on screen who controls the post.
    Not a biggie, just letting you know.

    The line containing "iprintlnbold" (in the flag threads) should be in each if ControlledBy statement and removed from the bottom section of the threads.
    I originally had it that way but thought I could cut down on the script size by not repeating it so many times.

  2. #12
    I'm sorry it dawned on me sometime after that last post that I hadn't shown the flag script in this thread.
    edit: Oops, yes I did, on the first page

    Please bear with us as both Smithy and myself are new to scripting TOW objectives.

    Code:
    flagpole1:
    	$flag_pole1 nottriggerable
    	if( parm.other.dmteam == allies) // When an allied approaches the flagpole
    	{
    		if( $Obj_pole1.ControlledBy == 2) // If the flagpole is neutral, not controlled by either team
    		{			
    			$Obj_pole1 TakeOver 1
    			$wally_flag1 waitthread move_object $post1_down 3 // Our "wally" flag is neutral, lower it then hide it
    			$wally_flag1 hide	
    			$allies_flag1 show // Replace the flag for an allied flag, then raise it
    			$allies_flag1 waitthread move_object $post1_up 3
    			level.numAlliedObjectives-- // Remove this objective from the Allies list
    			iprintlnbold "Allies Control Base 1"
    		}
    		if( $Obj_pole1.ControlledBy == 0) // If the flagpole is controlled by axis team
    		{			
    			$Obj_pole1 TakeOver 1
    			$axis_flag1 waitthread move_object $post1_down 3 // Lower the axis flag and hide it.
    			$axis_flag1 hide			
    			level.numAxisObjectives++ // Add this objective from the Axis list
    			$allies_flag1 show // Replace the flag for an allied flag, then raise it
    			$allies_flag1 waitthread move_object $post1_up 3
    			level.numAlliedObjectives-- // Remove this objective from the Allies list	
    			iprintlnbold "Allies Control Base 1"
    		}
    	}
    	else if( parm.other.dmteam == axis) // If an axis player approaches the flagpole
    	{
    		if( $Obj_pole1.ControlledBy == 2) // If the pole is neutral
    		{			
    			$Obj_pole1 TakeOver 0	
    			$wally_flag1 waitthread move_object $post1_down 3 // Lower the neutral flag
    			$wally_flag1 hide			
    			$axis_flag1 show
    			$axis_flag1 waitthread move_object $post1_up 3 // Raise the axis flag
    			level.numAxisObjectives-- // Remove this objective from the Axis list
    			iprintlnbold "Axis Control Base 1"
    		}
    		if( $Obj_pole1.ControlledBy == 1) // If the pole is controlled by the allies
    		{			
    			$Obj_pole1 TakeOver 0
    			$allies_flag1 waitthread move_object $post1_down 3 // Lower the allied flag
    			$allies_flag1 hide	
    			level.numAlliedObjectives++ // Add this objective to the Allies list again	
    			$axis_flag1 show
    			$axis_flag1 waitthread move_object $post1_up 3 // Raise the axis flag		
    			level.numAxisObjectives-- // Remove this objective from the Axis list
    			iprintlnbold "Axis Control Base 1"
    		}
    	}
    	//Update team current objectives
    	thread set_objectives
    	waitthread Check_End_Match
    	$flag_pole1 triggerable
    end
    We repeat this for all of the required flagpole objectives, just change the numbers.
    Last edited by AccadaccA; 09-19-2017 at 03:06 AM.

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