bad syntax - "doortriggers = getentarray("doortrig","targetname");

tschiggen
wenn ich meine map lade kommt folgende fehlermeldung:



bad syntax:
doortriggers = getentarray("doortrig","targetname");


hilfe!!!


thx

tschiggen
Nightwing
Stell doch mal das Doorscript hier ein, sonst wird es schwierig, Dir zu helfen.

ToM
tschiggen

Code einblendenCode angehängt. Klicke hier zum Ein-/Ausblenden

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doortriggers = getentarray("doortrig","targetname");
for(i = 0; i < doortriggers.size; i++)
doortriggers[i] thread door_think();
}

door_think()
{
self.doormoving = false;
self.doorclosed = true;
self.doormodel = getent(self.target, "targetname");

while (1)
{
self waittill("trigger");
if(!self.doormoving)
self thread door_move();
}
}

door_move()
{
self.doormoving = true;
if(self.doorclosed)
{
self.doormodel rotateyaw(-90,1,0.5,0.5);
self.doormodel waittill("rotatedone");
self.doorclosed = false;
}
else
{
self.doormodel rotateyaw(90,1,0.5,0.5);
self.doormodel waittill("rotatedone");
self.doorclosed = true;
}
self.doormoving = false;
} 


nun komm ich zwar ins spiel aber die tür lässt sich nicht öffnen.
ich komme nichtmal bis zur tür hin. Davor gibt es ne art unsichtbare mauer


--- Edit by Nightwing: Codetag eingefügt ---
Nightwing
Deinem Script fehlt schonmal der Anfang: main(){
Hast Du auch den Aufruf in der deine_map.gsc richtig?

ToM
tschiggen
so besser ?


main()
{

maps\_door::main();
maps\_load::main();

level.player takeallweapons();
level.player giveWeapon ("m4_silencer_acog"); //use whatever gun you want
level.player giveWeapon ("usp_silencer"); //same
level.player switchToWeapon ("m4_silencer_acog"); //pick the gun you want to hold
level.player giveWeapon ("fraggrenade");
level.player giveWeapon ("flash_grenade");
level.player giveWeapon( "c4" );
level.player givemaxammo( "c4" );
level.player SetActionSlot( 2, "weapon", "c4" );
level.player takeweapon( "c4" );
level.player setViewmodel( "viewhands_black_kit" );
thread obj1();
thread ally_nodamage();
}



obj1()
{
obj1 = getent("obj1", "targetname"); //the game finds the trigger
objective_add(1, "active", &"mapname_OBJ1",getent("obj1","targetname").origin); //add obj.
objective_current(1); //current objective

obj1 waittill("trigger"); //wait till the trigger is triggered
objective_state(1, "done");
obj1 delete(); //deletes it

wait(2); //fill in however long you like (in seconds)
thread obj2(); //thread next objectives.
}

obj2()
{
obj2 = getent("obj2", "targetname");
objective_add(2, "active", &"mapname_OBJ2",getent("obj2","targetname").origin);
objective_current(2);

obj2 waittill("trigger");
objective_state(2, "done");
obj2 delete();

wait(2);
thread obj3();
}

obj3()
{
obj3 = getent("obj3", "targetname");
objective_add(3, "active", &"mapname_OBJ3",getent("obj3","targetname").origin);
objective_current(3);

obj3 waittill("trigger");
objective_state(3, "done");
obj3 delete();

wait(2);
iprintlnbold (&"mapname_OBJ_COMPLETED"); //tells player obj finished
missionSuccess ("fun",false); //the mission ends
}

ally_nodamage()
{
allyteam =getentarray ("ally", "targetname");

for(i=0; i<allyteam.size; i++)
{
allyteam[i] thread maps_utility::magic_bullet_shield();
}
}




EDIT:

nicht wirklich.

Keines der scripts funtz!