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Old 08-16-2010, 05:28 AM   #1
DeToXxX
 
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Conc_Fatal

Just a little help. For some reason LUA isn't loading player selection in game. Is something wrong in LUA?

Code:
IncludeScript("base_location");
IncludeScript("base_teamplay");

function startup()

	SetTeamName( Team.kBlue, "High Flyers ( + )" )
	
	SetPlayerLimit( Team.kBlue, 0 )
	SetPlayerLimit( Team.kRed, -1 )
	SetPlayerLimit( Team.kYellow, -1 )
	SetPlayerLimit( Team.kGreen, -1 )

	local team = GetTeam( Team.kBlue )
	team:SetAllies( Team.kRed )
	team:SetClassLimit( Player.kScout, 0 )
	team:SetClassLimit( Player.kSniper, -1 )
	team:SetClassLimit( Player.kSoldier, -1 )
	team:SetClassLimit( Player.kDemoman, -1 )
	team:SetClassLimit( Player.kMedic, -1 )
	team:SetClassLimit( Player.kHwguy, -1 )
	team:SetClassLimit( Player.kPyro, -1 )
	team:SetClassLimit( Player.kSpy, -1 )
	team:SetClassLimit( Player.kEngineer, -1 )
	team:SetClassLimit( Player.kCivilian, -1 )
end
-----------------------------------------------------------------------------
-- global overrides
-----------------------------------------------------------------------------

-- Disable conc effect
CONC_EFFECT = 0

--
function player_onconc( player_entity, concer_entity )

	if CONC_EFFECT == 0 then
		return EVENT_DISALLOWED
	end

	return EVENT_ALLOWED
end

------------------------------------------------------------------
-- BAGS
------------------------------------------------------------------

grenadebackpack = genericbackpack:new({
	health = 200,
	armor = 150,
	grenades = 60,
	bullets = 60,
	nails = 60,
	shells = 60,
	rockets = 60,
	cells = 60,
	gren1 = 4,
	gren2 = 4,
	respawntime = 1,
	model = "models/items/backpack/backpack.mdl",
	materializesound = "Item.Materialize",
	touchsound = "Backpack.Touch",
	botgoaltype = Bot.kBackPack_Ammo
})
function grenadebackpack:dropatspawn() return false end

Finished_Players = Collection()

function player_ondisconnect(player_id)
	local player = CastToPlayer(player_id)
	if Finished_Players:HasItem(player) then
		Finished_Players:RemoveItem(player) -- Remove player from Finished Players when they leave.
	end
end

Victory_Point = trigger_ff_script:new({})

function Victory_Point:ontouch(touch_entity)
	if IsPlayer(touch_entity) then
		local player = CastToPlayer(touch_entity)
		if Finished_Players:HasItem(player) then
			return 0 -- This player has already finished the map.
		else
			BroadCastMessage(player:GetName() .. ' has completed Concmasta! Congratulations!', 6546, Color.kRed) -- 5 seconds, red color
			player:AddFortPoints(19547796, 'Completed Concmasta!')
			Finished_Players:AddItem(player)
		end
	end
end

conctrigger1 = set_jumppos:new({pos = 1, pointmsg = '1st Checkpoint', points = 25})
conctrigger2 = set_jumppos:new({pos = 2, pointmsg = '2nd Checkpoint', points = 50})
conctrigger3 = set_jumppos:new({pos = 3, pointmsg = '3rd Checkpoint', points = 10})
conctrigger4 = set_jumppos:new({pos = 4, pointmsg = '4th Checkpoint', points = 75})
conctrigger5 = set_jumppos:new({pos = 5, pointmsg = '5th Checkpoint', points = 30})
conctrigger6 = set_jumppos:new({pos = 6, pointmsg = '6th Checkpoint', points = 10})
conctrigger7 = set_jumppos:new({pos = 7, pointmsg = '7th Checkpoint', points = 25})
conctrigger8 = set_jumppos:new({pos = 8, pointmsg = '8th Checkpoint', points = 125})
conctrigger9 = set_jumppos:new({pos = 9, pointmsg = '9th Checkpoint', points = 150})
conctrigger10 = set_jumppos:new({pos = 10, pointmsg = '10th Checkpoint', points = 100})
conctrigger11 = set_jumppos:new({pos = 11, pointmsg = '11th Checkpoint', points = 255})
conctrigger12 = set_jumppos:new({pos = 12, pointmsg = '12th Checkpoint', points = 505})
conctrigger13 = set_jumppos:new({pos = 13, pointmsg = '13th Checkpoint', points = 750})
conctrigger14 = set_jumppos:new({pos = 14, pointmsg = '14th Checkpoint', points = 100})
conctrigger15 = set_jumppos:new({pos = 15, pointmsg = '15th Checkpoint', points = 100})
conctrigger16 = set_jumppos:new({pos = 16, pointmsg = '16th Checkpoint', points = 1000})
conctrigger17 = set_jumppos:new({pos = 17, pointmsg = '17th Checkpoint', points = 1000})
conctrigger18 = set_jumppos:new({pos = 18, pointmsg = '18th Checkpoint', points = 100})
conctrigger19 = set_jumppos:new({pos = 19, pointmsg = '19th Checkpoint', points = 1050})
conctrigger20 = set_jumppos:new({pos = 20, pointmsg = '20th Checkpoint', points = 100})
conctrigger21 = set_jumppos:new({pos = 21, pointmsg = '21st Checkpoint', points = 100})
conctrigger22 = set_jumppos:new({pos = 22, pointmsg = '22nd Checkpoint', points = 100})
conctrigger23 = set_jumppos:new({pos = 23, pointmsg = '23rd Checkpoint', points = 100})
conctrigger24 = set_jumppos:new({pos = 24, pointmsg = '24th Checkpoint', points = 100})
conctrigger25 = set_jumppos:new({pos = 25, pointmsg = '25th Checkpoint', points = 100})
conctrigger26 = set_jumppos:new({pos = 26, pointmsg = '26th Checkpoint', points = 100})
conctrigger27 = set_jumppos:new({pos = 27, pointmsg = 'THE END! =D', points = 69})
conctrigger28 = set_jumppos:new({pos = 28, pointmsg = 'Surf Bowl!!', points = 69})
conctrigger29 = set_jumppos:new({pos = 29, pointmsg = '29th Checkpoint', points = 100})
conctrigger30 = set_jumppos:new({pos = 30, pointmsg = '30th Checkpoint', points = 100})
end

Last edited by Crazycarl; 08-16-2010 at 04:34 PM. Reason: used code tags so I can read it better
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Old 08-16-2010, 06:45 AM   #2
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MORE LIKE CONC_FAIL! HAHAHAHAHAHA

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Old 08-16-2010, 08:12 AM   #3
Crazycarl
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EDIT: never mind that; I am wrong.

EDIT2: try taking out the last "end" at the very bottom.

Last edited by Crazycarl; 08-16-2010 at 08:23 AM.
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Old 08-16-2010, 11:41 AM   #4
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already tried taking end out. Didn't work. That's why I put it in the first place. And stfu kube. You liked it and you know you did. Even with no lube. =P
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Old 08-16-2010, 04:44 PM   #5
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You haven't defined set_jumppos before trying to derive more triggers from it.

Code:
set_jumppos = trigger_ff_script:new({pos = 0, pointmsg = '', points = 0})
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Old 08-16-2010, 09:47 PM   #6
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Quote:
Originally Posted by Crazycarl View Post
You haven't defined set_jumppos before trying to derive more triggers from it.

Code:
set_jumppos = trigger_ff_script:new({pos = 0, pointmsg = '', points = 0})
What does that even mean?!
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Old 08-16-2010, 09:59 PM   #7
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Ok... I got ya, but, what's command to set up jump_pos triggers?!
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Old 08-16-2010, 10:08 PM   #8
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There is no command. You have to define set_jumppos. I don't know what set_jumppos is supposed to do exactly. Maybe it just gives you some 'points' and broadcasts 'pointmsg' to you while putting the 'pos' number on your hud? Here's the 'barebones' of what you need, though.

Code:
set_jumppos = trigger_ff_script:new({pos = 0, pointmsg = '', points = 0})

function set_jumppos:ontouch(touch_entity)
	if IsPlayer(touch_entity) then
		local player = CastToPlayer(touch_entity)
		-- Do something. Show them which jump they're at. Put it on their hud. I don't know.
	end
end
This is why you don't copy and paste code directly from examples or other working LUA files and expect it to work 'out of the box'.

Last edited by Bridget; 08-16-2010 at 10:09 PM.
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Old 08-17-2010, 03:19 AM   #9
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set_jumppos is a custom trigger_ff_script that somebody else must have made at some time. You can't use it unless you have defined it in your own script. By default, a trigger does nothing, so you need to use events (ake callbacks) to give it custom behavior.

At this point you can put a trigger_ff_script in your map with the name set_jumppos and it will work. Or, you can derive other classes from the one you've just made:

Quote:
conctrigger1 = set_jumppos:new({pos = 1, pointmsg = '1st Checkpoint', points = 25})
Which has specific data about the jump which has just been completed. You can then make a trigger_ff_script called conctrigger1, and it will do whatever you scripted it to do.
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Old 08-17-2010, 03:48 AM   #10
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i'm at a loss w/ this .lua. It's killing my mind. lol Here is the entire .lua. And my idea is when they pass the trigger_ff_script it'll give them points for passing that jump. However, adding in the last part with conctrigger now I can't select my team in game. idk why...

Code:
IncludeScript("base_location");
IncludeScript("base_teamplay");

function startup()

	SetTeamName( Team.kBlue, "High Flyers ( + )" )
	
	SetPlayerLimit( Team.kBlue, 0 )
	SetPlayerLimit( Team.kRed, -1 )
	SetPlayerLimit( Team.kYellow, -1 )
	SetPlayerLimit( Team.kGreen, -1 )

	local team = GetTeam( Team.kBlue )
	team:SetAllies( Team.kRed )
	team:SetClassLimit( Player.kScout, 0 )
	team:SetClassLimit( Player.kSniper, -1 )
	team:SetClassLimit( Player.kSoldier, -1 )
	team:SetClassLimit( Player.kDemoman, -1 )
	team:SetClassLimit( Player.kMedic, -1 )
	team:SetClassLimit( Player.kHwguy, -1 )
	team:SetClassLimit( Player.kPyro, -1 )
	team:SetClassLimit( Player.kSpy, -1 )
	team:SetClassLimit( Player.kEngineer, -1 )
	team:SetClassLimit( Player.kCivilian, -1 )
end
-----------------------------------------------------------------------------
-- global overrides
-----------------------------------------------------------------------------

-- Disable conc effect
CONC_EFFECT = 0

--
function player_onconc( player_entity, concer_entity )

	if CONC_EFFECT == 0 then
		return EVENT_DISALLOWED
	end

	return EVENT_ALLOWED
end

------------------------------------------------------------------
-- BAGS
------------------------------------------------------------------

grenadebackpack = genericbackpack:new({
	health = 200,
	armor = 150,
	grenades = 60,
	bullets = 60,
	nails = 60,
	shells = 60,
	rockets = 60,
	cells = 60,
	gren1 = 4,
	gren2 = 4,
	respawntime = 1,
	model = "models/items/backpack/backpack.mdl",
	materializesound = "Item.Materialize",
	touchsound = "Backpack.Touch",
	botgoaltype = Bot.kBackPack_Ammo
})
function grenadebackpack:dropatspawn() return false end

Finished_Players = Collection()

function player_ondisconnect(player_id)
	local player = CastToPlayer(player_id)
	if Finished_Players:HasItem(player) then
		Finished_Players:RemoveItem(player) -- Remove player from Finished Players when they leave.
	end
end

Victory_Point = trigger_ff_script:new({})

function Victory_Point:ontouch(touch_entity)
	if IsPlayer(touch_entity) then
		local player = CastToPlayer(touch_entity)
		if Finished_Players:HasItem(player) then
			return 0 -- This player has already finished the map.
		else
			BroadCastMessage(player:GetName() .. ' has completed Concmasta! Congratulations!', 6546, Color.kRed) -- 5 seconds, red color
			player:AddFortPoints(19547796, 'Completed Concmasta!')
			Finished_Players:AddItem(player)
		end
	end
end

set_jumppos = trigger_ff_script:new({pos = 0, pointmsg = '', points = 0})

function set_jumppos:ontouch(touch_entity)
	if IsPlayer(touch_entity) then
		local player = CastToPlayer(touch_entity)
		-- Do something. Show them which jump they're at. Put it on their hud. I don't know.
	end
end

conctrigger1 = set_jumppos:new({pos = 1, pointmsg = '1st Checkpoint', points = 25})
conctrigger2 = set_jumppos:new({pos = 2, pointmsg = '2nd Checkpoint', points = 50})
conctrigger3 = set_jumppos:new({pos = 3, pointmsg = '3rd Checkpoint', points = 10})
conctrigger4 = set_jumppos:new({pos = 4, pointmsg = '4th Checkpoint', points = 75})
conctrigger5 = set_jumppos:new({pos = 5, pointmsg = '5th Checkpoint', points = 30})
conctrigger6 = set_jumppos:new({pos = 6, pointmsg = '6th Checkpoint', points = 10})
conctrigger7 = set_jumppos:new({pos = 7, pointmsg = '7th Checkpoint', points = 25})
conctrigger8 = set_jumppos:new({pos = 8, pointmsg = '8th Checkpoint', points = 125})
conctrigger9 = set_jumppos:new({pos = 9, pointmsg = '9th Checkpoint', points = 150})
conctrigger10 = set_jumppos:new({pos = 10, pointmsg = '10th Checkpoint', points = 100})
conctrigger11 = set_jumppos:new({pos = 11, pointmsg = '11th Checkpoint', points = 255})
conctrigger12 = set_jumppos:new({pos = 12, pointmsg = '12th Checkpoint', points = 505})
conctrigger13 = set_jumppos:new({pos = 13, pointmsg = '13th Checkpoint', points = 750})
conctrigger14 = set_jumppos:new({pos = 14, pointmsg = '14th Checkpoint', points = 100})
conctrigger15 = set_jumppos:new({pos = 15, pointmsg = '15th Checkpoint', points = 100})
conctrigger16 = set_jumppos:new({pos = 16, pointmsg = '16th Checkpoint', points = 1000})
conctrigger17 = set_jumppos:new({pos = 17, pointmsg = '17th Checkpoint', points = 1000})
conctrigger18 = set_jumppos:new({pos = 18, pointmsg = '18th Checkpoint', points = 100})
conctrigger19 = set_jumppos:new({pos = 19, pointmsg = '19th Checkpoint', points = 1050})
conctrigger20 = set_jumppos:new({pos = 20, pointmsg = '20th Checkpoint', points = 100})
conctrigger21 = set_jumppos:new({pos = 21, pointmsg = '21st Checkpoint', points = 100})
conctrigger22 = set_jumppos:new({pos = 22, pointmsg = '22nd Checkpoint', points = 100})
conctrigger23 = set_jumppos:new({pos = 23, pointmsg = '23rd Checkpoint', points = 100})
conctrigger24 = set_jumppos:new({pos = 24, pointmsg = '24th Checkpoint', points = 100})
conctrigger25 = set_jumppos:new({pos = 25, pointmsg = '25th Checkpoint', points = 100})
conctrigger26 = set_jumppos:new({pos = 26, pointmsg = '26th Checkpoint', points = 100})
conctrigger27 = set_jumppos:new({pos = 27, pointmsg = 'THE END! =D', points = 69})
conctrigger28 = set_jumppos:new({pos = 28, pointmsg = 'Surf Bowl!!', points = 69})
conctrigger29 = set_jumppos:new({pos = 29, pointmsg = '29th Checkpoint', points = 100})
conctrigger30 = set_jumppos:new({pos = 30, pointmsg = '30th Checkpoint', points = 100})
end
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Old 08-17-2010, 04:31 AM   #11
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Take out the end at the very bottom?
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Old 08-17-2010, 04:34 AM   #12
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Seriously, take out the "end" at the end. It should not be there. Whenever it won't let you select a class, it's because there was an error in the syntax of the script. If taking some code out fixes it, that means the error was in that part of the script. If you are lucky, you will get a console error in-game explaining where the problem was.

Code:
IncludeScript("base_location");
IncludeScript("base_teamplay");

function startup()

	SetTeamName( Team.kBlue, "High Flyers ( + )" )
	
	SetPlayerLimit( Team.kBlue, 0 )
	SetPlayerLimit( Team.kRed, -1 )
	SetPlayerLimit( Team.kYellow, -1 )
	SetPlayerLimit( Team.kGreen, -1 )

	local team = GetTeam( Team.kBlue )
	team:SetAllies( Team.kRed )
	team:SetClassLimit( Player.kScout, 0 )
	team:SetClassLimit( Player.kSniper, -1 )
	team:SetClassLimit( Player.kSoldier, -1 )
	team:SetClassLimit( Player.kDemoman, -1 )
	team:SetClassLimit( Player.kMedic, -1 )
	team:SetClassLimit( Player.kHwguy, -1 )
	team:SetClassLimit( Player.kPyro, -1 )
	team:SetClassLimit( Player.kSpy, -1 )
	team:SetClassLimit( Player.kEngineer, -1 )
	team:SetClassLimit( Player.kCivilian, -1 )
end
-----------------------------------------------------------------------------
-- global overrides
-----------------------------------------------------------------------------

-- Disable conc effect
CONC_EFFECT = 0

--
function player_onconc( player_entity, concer_entity )

	if CONC_EFFECT == 0 then
		return EVENT_DISALLOWED
	end

	return EVENT_ALLOWED
end

------------------------------------------------------------------
-- BAGS
------------------------------------------------------------------

grenadebackpack = genericbackpack:new({
	health = 200,
	armor = 150,
	grenades = 60,
	bullets = 60,
	nails = 60,
	shells = 60,
	rockets = 60,
	cells = 60,
	gren1 = 4,
	gren2 = 4,
	respawntime = 1,
	model = "models/items/backpack/backpack.mdl",
	materializesound = "Item.Materialize",
	touchsound = "Backpack.Touch",
	botgoaltype = Bot.kBackPack_Ammo
})
function grenadebackpack:dropatspawn() return false end

Finished_Players = Collection()

function player_ondisconnect(player_id)
	local player = CastToPlayer(player_id)
	if Finished_Players:HasItem(player) then
		Finished_Players:RemoveItem(player) -- Remove player from Finished Players when they leave.
	end
end

Victory_Point = trigger_ff_script:new({})

function Victory_Point:ontouch(touch_entity)
	if IsPlayer(touch_entity) then
		local player = CastToPlayer(touch_entity)
		if Finished_Players:HasItem(player) then
			return 0 -- This player has already finished the map.
		else
			BroadCastMessage(player:GetName() .. ' has completed Concmasta! Congratulations!', 6546, Color.kRed) -- 5 seconds, red color
			player:AddFortPoints(19547796, 'Completed Concmasta!')
			Finished_Players:AddItem(player)
		end
	end
end

set_jumppos = trigger_ff_script:new({pos = 0, pointmsg = '', points = 0})

function set_jumppos:ontouch(touch_entity)
	if IsPlayer(touch_entity) then
		local player = CastToPlayer(touch_entity)
		player:AddFortPoints(points, pointmsg)
	end
end

conctrigger1 = set_jumppos:new({pos = 1, pointmsg = '1st Checkpoint', points = 25})
conctrigger2 = set_jumppos:new({pos = 2, pointmsg = '2nd Checkpoint', points = 50})
conctrigger3 = set_jumppos:new({pos = 3, pointmsg = '3rd Checkpoint', points = 10})
conctrigger4 = set_jumppos:new({pos = 4, pointmsg = '4th Checkpoint', points = 75})
conctrigger5 = set_jumppos:new({pos = 5, pointmsg = '5th Checkpoint', points = 30})
conctrigger6 = set_jumppos:new({pos = 6, pointmsg = '6th Checkpoint', points = 10})
conctrigger7 = set_jumppos:new({pos = 7, pointmsg = '7th Checkpoint', points = 25})
conctrigger8 = set_jumppos:new({pos = 8, pointmsg = '8th Checkpoint', points = 125})
conctrigger9 = set_jumppos:new({pos = 9, pointmsg = '9th Checkpoint', points = 150})
conctrigger10 = set_jumppos:new({pos = 10, pointmsg = '10th Checkpoint', points = 100})
conctrigger11 = set_jumppos:new({pos = 11, pointmsg = '11th Checkpoint', points = 255})
conctrigger12 = set_jumppos:new({pos = 12, pointmsg = '12th Checkpoint', points = 505})
conctrigger13 = set_jumppos:new({pos = 13, pointmsg = '13th Checkpoint', points = 750})
conctrigger14 = set_jumppos:new({pos = 14, pointmsg = '14th Checkpoint', points = 100})
conctrigger15 = set_jumppos:new({pos = 15, pointmsg = '15th Checkpoint', points = 100})
conctrigger16 = set_jumppos:new({pos = 16, pointmsg = '16th Checkpoint', points = 1000})
conctrigger17 = set_jumppos:new({pos = 17, pointmsg = '17th Checkpoint', points = 1000})
conctrigger18 = set_jumppos:new({pos = 18, pointmsg = '18th Checkpoint', points = 100})
conctrigger19 = set_jumppos:new({pos = 19, pointmsg = '19th Checkpoint', points = 1050})
conctrigger20 = set_jumppos:new({pos = 20, pointmsg = '20th Checkpoint', points = 100})
conctrigger21 = set_jumppos:new({pos = 21, pointmsg = '21st Checkpoint', points = 100})
conctrigger22 = set_jumppos:new({pos = 22, pointmsg = '22nd Checkpoint', points = 100})
conctrigger23 = set_jumppos:new({pos = 23, pointmsg = '23rd Checkpoint', points = 100})
conctrigger24 = set_jumppos:new({pos = 24, pointmsg = '24th Checkpoint', points = 100})
conctrigger25 = set_jumppos:new({pos = 25, pointmsg = '25th Checkpoint', points = 100})
conctrigger26 = set_jumppos:new({pos = 26, pointmsg = '26th Checkpoint', points = 100})
conctrigger27 = set_jumppos:new({pos = 27, pointmsg = 'THE END! =D', points = 69})
conctrigger28 = set_jumppos:new({pos = 28, pointmsg = 'Surf Bowl!!', points = 69})
conctrigger29 = set_jumppos:new({pos = 29, pointmsg = '29th Checkpoint', points = 100})
conctrigger30 = set_jumppos:new({pos = 30, pointmsg = '30th Checkpoint', points = 100})
What's the point of the Finished_Players collection? Are you going to do something with those players, or is it something you've copied from another script?
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Old 08-17-2010, 04:43 AM   #13
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I think I wrote it for him. It was to prevent people from finishing the map more than once unless they rejoined.
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Old 08-17-2010, 04:47 AM   #14
Crazycarl
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Oh that makes sense.
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Old 08-17-2010, 06:04 AM   #15
DeToXxX
 
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Join Date: Jul 2007
Location: Staten Island, NY
Class/Position: Offense
Gametype: CTF
Affiliations: [TALOS] .t5
Posts Rated Helpful 3 Times
This is what i'm getting in console. in game.

Code:
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger10
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger10
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger11
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger11
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger12
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger12
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger12
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger13
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger14
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger14
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger14
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger14
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger14
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger14
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger14
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger14
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger14
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger15
[SCRIPT] Error calling ontouch (no overload of  'Player:AddFortPoints' matched the arguments (Player, nil, nil)
candidates are:
Player:AddFortPoints(number, string)
) ent: conctrigger16
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Old 08-17-2010, 06:11 AM   #16
Bridget
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Class/Position: Soldier
Gametype: AVD
Affiliations: TALOS
Posts Rated Helpful 5 Times
Code:
player:AddFortPoints(points, pointmsg)
should be:

Code:
player:AddFortPoints(self.points, self.pointmsg)
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Old 08-17-2010, 06:57 AM   #17
Crazycarl
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oh shiiiit
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