lauser Posted May 27, 2003 Share Posted May 27, 2003 This is a totally new question because I have searched the forums to no avail. How do I make a script that says "Welcome to my home". Kind of like AMPSAY in the console, except I want the map to execute this command when I walk through it. I have seen it in other maps. But there are no tutorials so hopefully I can start one here. Now I have used Pakscape to try and figure out how it's done in the DEFAULT maps for S/P. But I'm not sure exactly how to write one. I know I have to use trigger_multiple. But what is the Key and value I need. And how do I write the script in notepad? Now if you guys have any ideas I would like them posted here so I can test them on my test map first to see how wel it works... Thanks in advance........ Link to comment Share on other sites More sharing options...
rgoer Posted May 27, 2003 Share Posted May 27, 2003 Assuming you are working on a multiplayer map, target_print is what you're looking for. this thread details some of it, but isn't as good as the one I'm looking for... a little while ago (when dksarea42 came out) a few threads popped up to the tune of "how did he do an /ampsay with a button?" I can't find them right now, but maybe you'll have better luck with the "search" button than me... Link to comment Share on other sites More sharing options...
rgoer Posted May 27, 2003 Share Posted May 27, 2003 By the way, GiNG... have you figured out what was wrong with the if_bespin.pk3 file yet? Link to comment Share on other sites More sharing options...
lauser Posted May 27, 2003 Author Share Posted May 27, 2003 I'm not exactly sure but I think it's my shader file. It might be a bad file or corrupt in some way. I took it out and then fixed the rest of the map the way it should be. So hopefully on the next compile it will be okay. BTW.....target_script? Is that a key I have to make? I don't think I've seen that in the entity window.... Link to comment Share on other sites More sharing options...
rgoer Posted May 27, 2003 Share Posted May 27, 2003 ;^) read much? target_print, not "target_script" Hit it with a trigger_multiple. Link to comment Share on other sites More sharing options...
Obsidian-Jovani Posted May 27, 2003 Share Posted May 27, 2003 For SP use a simple script that runs each time you pass through the trigger: Make a trigger_multiple(if you want this to print the text each time you pass through the trigger) and make a target_scriptrunner. Connect them both. For your target_scriptrunner add the key "Usescript" and value "path/scriptname" Fire up BehavEd and make this one BIG line using the print command: print("!Your text message here") Link to comment Share on other sites More sharing options...
lauser Posted May 27, 2003 Author Share Posted May 27, 2003 Okay here we go thanks to L J and Wedge yet again..LOL OK, then lets steel from Wedge. make the trigger_multiple which fires your target_print only 1 unit high on the floor. Make a door which is the same size and position as the trigger, going down, textured with something invisible but solid. Make an other trigger_multiple outside the room to open the door. Give the new trigger and the door the same wait value (1 is good enough). Since MP defines default sounds for doors you have to make the door to play no sound. So as the player passes the new trigger, the door opens and going forward the old trigger will display the text. But coming backwards the door will no open just after you are out of the room and out of the range of the old trigger so no text will display. OK, the problem is that if someone stands in the door opening trigger and an other player will come out of the room, the text will be displayed. I can't find a good solution for these kind of things until someone tells me how can trigger_multiples be disabled and enabled in MP. What I want to know is do I need a file for the trigger to reference? Or do I just put the message in the value box after naming it target_print? AAACK!! I've never used Behavioural Ed before!! Do I really need to use this not-really-needed-program? Besides this is for M/P map..thanks anyways. Link to comment Share on other sites More sharing options...
rgoer Posted May 27, 2003 Share Posted May 27, 2003 GiNG, you are reaching around your ass to get to your elbow ;^) For MP: 1. Make a brush (this will be your trigger brush) that is the size of the trigger you want... that is, if you only want the message to appear when the player is standing in front of the toilet, don't make the trigger brush fill up the entire bathroom. 2. (Not sure if this step is necessary, but I always do it) texture that brush with system/trigger. 3. Hit escape to de-select everything. 4. Right click on the grid and choose target_print from the "target" section of the pop-up menu. If you don't see this, make sure Radiant is using the MP entity definitions file (although, I think target_print is in SP as well). By the way, this target_print entity can be anywhere on your map, location of the entity is irrelevant. 5. Make sure your target_print entity is highlighted, and hit the "n" key. 6. Add a "key" called "message" with a value of "GiNGii's message is blah blah blah" (by the way, you can add a value of "^1GiNGii's ^2colorized ^3message" if you want). 7. Check the "private" checkbox (next to "blue team" and "red team") if you want this message to only appear for the player that walked through the trigger_multiple brush. 8. Speaking of trigger_multiple, de-select the target_print and select the brush we made in step 1. 9. Right click the grid and make that brush into a "trigger_multiple." 10. De-select, then highlight the trigger brush first and the target_print entity second (so they both now are highlighted), and hit ctrl+k. 11. Compile, et voila! Link to comment Share on other sites More sharing options...
lauser Posted May 27, 2003 Author Share Posted May 27, 2003 rgoer...Good stuff...Hahahahahahahaha...you're funny. Thanks for cheering me up man. What a great post......I'm still laughing..hehe Link to comment Share on other sites More sharing options...
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