Author Topic: How to script, what to use to script?  (Read 2335 times)

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doom3xbox

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Re: How to script, what to use to script?
« Reply #15 on: September 13, 2015, 10:14:39 AM »
And why isn't there any catered tutorials for Doom 3?

doom3xbox

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Re: How to script, what to use to script?
« Reply #16 on: September 13, 2015, 11:15:33 AM »
I guess, other perhaps tried editing the existing content but didn't have an success with it, or its more complex than first imagined. From my search, there is nothing on the monorail. A few clips on youtube are about creating a new map using existing content.

Perhaps opening up the monorail map to go beyond site is possible since there is code in the script to do so as was planned.

doom3xbox

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Re: How to script, what to use to script?
« Reply #17 on: September 14, 2015, 01:57:46 PM »
I guess it can't be a map or script problem, it must have something to do with the collision or physics side of the level. The tram works with the daemon, so it can't be that. The game can't process an animated character on a func_mover model. 

bkt

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Re: How to script, what to use to script?
« Reply #18 on: September 15, 2015, 12:29:26 PM »
Take a look at the iddevnet page I linked you to.  It explains how the scripting system works. 

It looks like you're over-complicating matters.  Triggering a monster to perform an animation is as simple as setting the appropriate key:val pairs on the entity and placing a trigger that targets said entity.

Not sure what I meant?  There are tutorials that explain it all on iddevnet.

doom3xbox

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Re: How to script, what to use to script?
« Reply #19 on: September 15, 2015, 03:49:22 PM »
Have you tried the Monorail map? Regardless of whether the doors open or not or whether the script is changed or not, or the pieces have been changed so that the commando daemon is triggered once the tram moves, nothing works.

The daemon stays on the tram and the tram freezes a quarter of the way through the map, if the player, being myself, If I fire some round to kill the monorailmonster_commando_26 replaced monorailrider.

And waste the daemon then, the tram will continue to it's destination. It works, but somehow the game can't process an animated character. I've replaced what needs to be done, unless I delete it all including map pieces, that won't solve that.

doom3xbox

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Re: How to script, what to use to script?
« Reply #20 on: September 15, 2015, 03:50:03 PM »
I can send you the map file and the script, you can personally take a look at it, and explain a hint on where I'm going wrong?

doom3xbox

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Re: How to script, what to use to script?
« Reply #21 on: September 15, 2015, 04:21:27 PM »
The current script.

Quote
namespace map_monorail
{
   #define TRAIN_SPEED 250
   #define CAGE_SPEED 150
   #define TRAIN_FINAL_SPEED 700
   #define   TRAIN_ANCHOR   monorail_anchor
   #define   TRAIN_BLINK      0.1
   #define TRAIN_BLINK2   0.1

   float   TURRETS_ACTIVE = 0;
   float   TRAIN_MOVING = 0;
   float   TRAIN_PHASE = 1;      //   1 = 1st stretch, 2 = 2nd stretch
   float   LLIGHT_STATE = 1;      //   1 = ON, 2 = OFF
   float   LIGHT_FADEIN_TIME = 8;
   float   LIGHT_FADEOUT_TIME = 0.05;
   float   GO_PATTERN_1 = TRUE;
   float   GO_PATTERN_3 = TRUE;
   float   gf_Site2_Warning = TRUE;
   float warning_speaker = 1;

   void loop_site2_warning()
   {
      while (gf_Site2_Warning)
      {
         sys.wait (60);
         if (gf_Site2_Warning == FALSE)
            return;
         sys.trigger ($speaker_site2_warning);
      }
   }

   void turret_active_speaker()
   {
      float   sound_length;

      while (warning_speaker == 1)
      {
         sound_length = $speaker_165.startSoundShader ("monorail_computer_turrets_on", SND_CHANNEL_VOICE2 );
         sys.wait (sound_length);
         if ( warning_speaker == 0)
            //thread turret_deactivate_speaker();
            return;
         sys.wait( 10 );
      }
   }

   void turret_deactivate_speaker()
   {
      $speaker_165.stopSound ( SND_CHANNEL_VOICE2, false );
      sys.wait (0.75);
      $speaker_165.startSoundShader("monorail_computer_turrets_off", SND_CHANNEL_VOICE2);
   }

   void activate_turret()
   {
      if (TURRETS_ACTIVE == 1)
         return;
         
      //sys.print (" !!!!!   ENTERING ACTIVATE_TURRETS()   !!!!!\n");
      $tunnel_anchor_1.rotate ('0 360 0');
      $light_tunnel_1.On();
      $light_tunnel_1_spin.On();
      sys.trigger ($monster_turret_1);
      sys.trigger ($turret_speaker);      
      TURRETS_ACTIVE = 1;
   }

   void deactivate_turret()
   {
      if ( TURRETS_ACTIVE == 1 )
      {
         //sys.print (" !!!!!   DEACTIVATING TURRETS   !!!!!\n");
         GO_PATTERN_1 = FALSE;
         GO_PATTERN_3 = FALSE;
         $security_light.setColor (0.5,0.5,0.5);

         $tunnel_anchor_1.rotate ('0 0 0');
         $light_tunnel_1.Off();
         $light_tunnel_1_spin.Off();
         sys.trigger ($monster_turret_1);
         sys.trigger ($turret_speaker);
         sys.trigger ($target_entity_setcolor_1);
         warning_speaker = 0;
         thread turret_deactivate_speaker();
         //will this remove the scanner beam???
         $bs1_start.remove ();
         $bs1_end.remove ();
         $bs2_start.remove ();
         $bs2_end.remove ();
         
      }
   }
   
   void pattern1()
   {
      float   x, y, i, tmp;
      entity   px, py;
      entity   ox, oy;
      vector   vec_ox, vec_oy;
      
      while (GO_PATTERN_1)
      {
         for (i=1; i<=16; i++)
         {
            tmp = ( i + 4 );
            y=tmp;
            if ( (i+4) > 16 )
               y = (i+4) - 16;
            
            x=i;
            //sys.print ("x=" + x + " :: y=" + y + "\n");
            
            ox = sys.getEntity ("fp" + i);
            oy = sys.getEntity ("fp" + y);
            
            vec_ox = ox.getOrigin();
            vec_oy = oy.getOrigin();
            
            sys.trigger ($bs1_start);      // Turn off
            
            $bs1_start.setOrigin (vec_ox);
            $bs1_end.setOrigin (vec_oy);
            
            sys.trigger ($bs1_start);      // Turn on
            sys.wait (TRAIN_BLINK);
            sys.trigger ($bs1_start);      // Make sure we turn off the last beam
         }
      }   
   }

   void pattern3()
   {
      float   x, y, i, tmp;
      entity   px, py;
      entity   ox, oy;
      vector   vec_ox, vec_oy;
      
      while (GO_PATTERN_3)
      {
         // -- Horizontal Movement   
         ox = sys.getEntity ("fp1");
         oy = sys.getEntity ("fp12");
         
         vec_ox = ox.getOrigin();
         vec_oy = oy.getOrigin();
         
         sys.trigger ($bs2_start);   // Turn off
         
         $bs2_start.setOrigin (vec_ox);
         $bs2_end.setOrigin (vec_oy);
         
         sys.trigger ($bs2_start);   // Turn On
         
         sys.wait (TRAIN_BLINK2);
         
         ox = sys.getEntity ("fp2");
         oy = sys.getEntity ("fp11");

         vec_ox = ox.getOrigin();
         vec_oy = oy.getOrigin();
         
         sys.trigger ($bs2_start);   // Turn off
         
         $bs2_start.setOrigin (vec_ox);
         $bs2_end.setOrigin (vec_oy);
         
         sys.trigger ($bs2_start);   // Turn On
         
         sys.wait (TRAIN_BLINK2);

         ox = sys.getEntity ("fp3");
         oy = sys.getEntity ("fp10");

         vec_ox = ox.getOrigin();
         vec_oy = oy.getOrigin();
         
         sys.trigger ($bs2_start);   // Turn off
         
         $bs2_start.setOrigin (vec_ox);
         $bs2_end.setOrigin (vec_oy);
         
         sys.trigger ($bs2_start);   // Turn On
         
         sys.wait (TRAIN_BLINK2);
         
         ox = sys.getEntity ("fp4");
         oy = sys.getEntity ("fp9");

         vec_ox = ox.getOrigin();
         vec_oy = oy.getOrigin();
         
         sys.trigger ($bs2_start);   // Turn off
         
         $bs2_start.setOrigin (vec_ox);
         $bs2_end.setOrigin (vec_oy);
         
         sys.trigger ($bs2_start);   // Turn On
         
         sys.wait (TRAIN_BLINK2);
         
         // -- Vertical Movement         

         ox = sys.getEntity ("fp16");
         oy = sys.getEntity ("fp5");

         vec_ox = ox.getOrigin();
         vec_oy = oy.getOrigin();
         
         sys.trigger ($bs2_start);   // Turn off
         
         $bs2_start.setOrigin (vec_ox);
         $bs2_end.setOrigin (vec_oy);
         
         sys.trigger ($bs2_start);   // Turn On
         
         sys.wait (TRAIN_BLINK2);
         
         ox = sys.getEntity ("fp15");
         oy = sys.getEntity ("fp6");

         vec_ox = ox.getOrigin();
         vec_oy = oy.getOrigin();
         
         sys.trigger ($bs2_start);   // Turn off
         
         $bs2_start.setOrigin (vec_ox);
         $bs2_end.setOrigin (vec_oy);
         
         sys.trigger ($bs2_start);   // Turn On
         
         sys.wait (TRAIN_BLINK2);

         ox = sys.getEntity ("fp14");
         oy = sys.getEntity ("fp7");

         vec_ox = ox.getOrigin();
         vec_oy = oy.getOrigin();
         
         sys.trigger ($bs2_start);   // Turn off
         
         $bs2_start.setOrigin (vec_ox);
         $bs2_end.setOrigin (vec_oy);
         
         sys.trigger ($bs2_start);   // Turn On
         
         sys.wait (TRAIN_BLINK2);
         
         ox = sys.getEntity ("fp13");
         oy = sys.getEntity ("fp8");

         vec_ox = ox.getOrigin();
         vec_oy = oy.getOrigin();
         
         sys.trigger ($bs2_start);   // Turn off
         
         $bs2_start.setOrigin (vec_ox);
         $bs2_end.setOrigin (vec_oy);
         
         sys.trigger ($bs2_start);   // Turn On
         
         sys.wait (TRAIN_BLINK2);
      }      
      sys.trigger ($bs2_start);      // Turn the last one off
   }

   void train_proceed()
   {
      TRAIN_MOVING = 3;
/*
      $TRAIN_ANCHOR.speed (TRAIN_FINAL_SPEED);
      $TRAIN_ANCHOR.accelTime (8);
      $TRAIN_ANCHOR.decelTime (0);
*/
      $rd_1_1.close();
      $rd_3_1.close();            

      $TRAIN_ANCHOR.time (20);
      $TRAIN_ANCHOR.accelTime( 10 );
      $TRAIN_ANCHOR.decelTime( 0 );

      $player1.enableWeapon();
      
      $TRAIN_ANCHOR.startSpline( $spline2 );

      sys.trigger ($movement_speaker);      // Turn movement speaker on
      sys.trigger ($squeal_speaker);         
      
      sys.waitFor ($TRAIN_ANCHOR);

      $player1.enableWeapon();
      
      sys.trigger ($squeal_speaker);
      sys.trigger ($movement_speaker);      // Turn movement speaker off
      
      TRAIN_MOVING = 4;
   }

   // FIXME: This does not work at all. Cannot hide the monorail rider...
   void swap_trainzombie()
   {
      $monorail_monster_zombie_commando_26.hide();
      $monorail_monster_zombie_commando_26.remove();
      sys.trigger ($monorail_monster_zombie_commando_26);
   }


   void bind_objects()
   {

   }

   void init_world()
   {
      float   i;
      float   j;
      entity   ent;

      float   ftemp;
      // Disable all the airlock doors for the monorail tracks
      for (i=1; i<=12; i++)
      {
         for (j=1; j<=3; j++)
         {
            ent = sys.getEntity ( "d" + i + "_" + j );
            ent.disable();
         }
      }

      $d11a_1.disable();
      $d11a_2.disable();
      $d11a_3.disable();

      $d12a_1.disable();
      $d12a_2.disable();
      $d12a_3.disable();

      $TRAIN_ANCHOR.speed (TRAIN_SPEED);
      
      //$rot1.time ( CalcTimeForRotationAroundEntity( 1576, 90, TRAIN_SPEED) );
      //$rot2.time ( CalcTimeForRotationAroundEntity( 1576, 90, TRAIN_SPEED) );

      $ld_1_1.disable();
      $ld_1_2.disable();
      $ld_2_1.disable();
      $ld_2_2.disable();
      $ld_3_1.disable();
      $ld_3_2.disable();
      $ld_4_1.disable();
      $ld_4_2.disable();

      $rd_1_1.disable();
      $rd_1_2.disable();
      $rd_2_1.disable();
      $rd_2_2.disable();
      $rd_3_1.disable();
      $rd_3_2.disable();
      $rd_4_1.disable();
      $rd_4_2.disable();

      $indoor_3.disable();      //Opened up by a script later on...
      $indoor_4.disable();      //^---- Yeah, what he said...

      $ld_1_1.open();
      //$ld_3_1.open();      //As per discussion with Tim, lets leave the back doors locked.

      //$light1_green.Off();
      $boomlight.Off();
      $boomlight2.Off();
      $boomlight3.Off();
      
      $light_tunnel_1.Off();
      $light_tunnel_1_spin.Off();
      
      //hide door clips at start of map
      $doorclip_rightFront.hide();
      $doorclip_leftFront.hide();
      $doorclip_rightRear.hide();
      $doorclip_leftRear.hide();
   }

   void fadein_lights()
   {
      entity   ent;
      float   i;
      
      for (i=1; i<=10; i++)
      {
         ent=sys.getEntity ("llight_" + i);
         ent.fadeInLight (LIGHT_FADEIN_TIME);
         
         ent=sys.getEntity ("rlight_" + i);
         ent.fadeInLight (LIGHT_FADEIN_TIME);

         ent=sys.getEntity ("alight_" + i);
         ent.fadeInLight (LIGHT_FADEIN_TIME);
      
         ent=sys.getEntity ("tlight_" + i);
         ent.fadeInLight (LIGHT_FADEIN_TIME);
      }
      
      $last_extralight.fadeInLight (LIGHT_FADEIN_TIME);

   }

   void toggle_llights()
   {
      entity   ent;
      float   i;
      
      for (i=1; i<=10; i++)
      {
         ent=sys.getEntity ("llight_" + i);
         if (LLIGHT_STATE == 1)
            ent.Off();
         else
            ent.On();
         
         ent=sys.getEntity ("rlight_" + i);
         if (LLIGHT_STATE == 1 )
            ent.Off();
         else
            ent.On();

         ent=sys.getEntity ("alight_" + i);
         if (LLIGHT_STATE == 1)
            ent.Off();
         else
            ent.On();

         ent=sys.getEntity ("tlight_" + i);
         if (LLIGHT_STATE == 1)
            ent.Off();
         else
            ent.On();
      }
      
      if (LLIGHT_STATE == 1)
      {
         $TRAIN_ANCHOR_flare_0.hide();
         $TRAIN_ANCHOR_flare_2.hide();
         $TRAIN_ANCHOR_flare_3.hide();
         $TRAIN_ANCHOR_flare_4.hide();
      }
      else
      {
         $TRAIN_ANCHOR_flare_0.show();
         $TRAIN_ANCHOR_flare_2.show();
         $TRAIN_ANCHOR_flare_3.show();
         $TRAIN_ANCHOR_flare_4.show();
      }

      if ( LLIGHT_STATE == 1)
      {
         LLIGHT_STATE = 0;
      }
      else
         LLIGHT_STATE = 1;
   }

   void thud_1()
   {
      sys.trigger ($tspeaker);
      //toggle_llights();
      sys.fadeOut ('0 0 0', LIGHT_FADEOUT_TIME);
      sys.wait (0.5);
      sys.fadeIn ('0 0 0', LIGHT_FADEOUT_TIME);
      //toggle_llights();
   }

   void thud_2()
   {
      sys.trigger ($tspeaker_1);
      //toggle_llights();
      sys.fadeOut ('0 0 0', LIGHT_FADEOUT_TIME);
      sys.wait (0.5);
      sys.fadeIn ('0 0 0', LIGHT_FADEOUT_TIME);
      //toggle_llights();
   }

   //After the train crashes, we need to hide stuff and pop in alternate models
   void hide_train()
   {
      sys.trigger ($inside_ambience);   // Turn it off
      sys.trigger ($xian_speaker_2);   // This one too...
      
      $movement_speaker.remove();
      $squeal_speaker.remove();
      
      //sys.trigger ($movement_speaker); // Can't forget this one either...
      
      sys.trigger ($train_burning);   // Turn on flame sounds
      sys.trigger ($train_burning2);   // Turn on flame sounds

      $bm_monorail.remove();

      $ld_1_1.hide();
      $ld_1_2.hide();
      $ld_2_1.hide();
      $ld_2_2.hide();
      $ld_3_1.hide();
      $ld_3_2.hide();
      $ld_4_1.hide();
      $ld_4_2.hide();
      
      sys.wait (0.05);
      
      $rd_1_1.hide();
      $rd_1_2.hide();
      $rd_2_1.hide();
      $rd_2_2.hide();
      $rd_3_1.hide();
      $rd_3_2.hide();
      $rd_4_1.hide();
      $rd_4_2.hide();
      
      sys.wait (0.05);
      
      $xtlight_1.remove();
      sys.wait (0.05);
      $xtlight_2.remove();
      sys.wait (0.05);
      $xtlight_3.remove();
      sys.wait (0.05);
      $xtlight_4.remove();
      
      sys.wait (0.05);
      
      $ilight_1.remove();
      sys.wait (0.05);
      $ilight_2.remove();
      sys.wait (0.05);
      $ilight_3.remove();
      sys.wait (0.05);
      $ilight_4.remove();

      sys.wait (0.05);

      $intlight_1.remove();
      sys.wait (0.05);
      $intlight_2.remove();
      sys.wait (0.05);
      $intlight_3.remove();

      sys.wait (0.05);

      $indoor_3.hide();
      sys.wait (0.05);
      $indoor_4.hide();
      
      $monobox_1.hide();
      $monobox_2.hide();
      $monobox_3.hide();
      
      $fire_particle_1.show();
      $fire_particle_2.show();
      $fire_particle_3.show();
      $monorail_debris_1.show();
      $monorail_debris_2.show();
      sys.trigger ($fire1_paintrigger);
   }

   void thud_crash()
   {
      sys.trigger ($crash_speaker);
      sys.fadeOut ('0 0 0', 0.05);
      //toggle_llights();
      //$last_extralight.Off();
      //$last_extralight_1.Off();
      sys.wait (2);
      
      //swap out broken airlock door and overhead light
      $crashdoor_broken.show();
      $crashdoor_left.hide();
      $crashdoor_middle.hide();
      $crashdoor_right.hide();
      $crashsite_light_on.hide();
      $crashsite_light_damaged.show();
      
      sys.trigger ($door_spark1);
      sys.trigger ($door_spark2);
      sys.trigger ($door_spark3);
      sys.trigger ($door_spark4);
      sys.trigger ($door_spark5);
      
      
      $track.hide();
      sys.wait (0.1);
      $broke_1.show();
      sys.wait (0.1);
      //$broke_2.show();
      //sys.wait (0.1);

      sys.trigger ($crash_destination);      // Lets get the player out of the train.

      hide_train();

      $boomtrain.show();
      $boomlight.On();
      $boomlight2.On();
      $boomlight3.On();
      sys.wait(2);
      //fadein_lights();
      sys.fadeIn ('0 0 0', LIGHT_FADEIN_TIME);
      sys.wait (9);
      sys.trigger ($speaker_track_malfunction);
   }


   void open_d1()
   {   $d1_1.open();   }

   void close_d1()
   {   $d1_1.close();   }

   void open_d2()
   {   $d2_1.open();   }

   void close_d2()
   {   $d2_1.close();   }

   void open_d3()
   {   $d3_1.open();   }

   void close_d3()
   {   $d3_1.close();   }

   void open_d4()
   {   $d4_1.open();   }

   void close_d4()
   {   $d4_1.close();   }

   void open_d5()
   {   $d5_1.open();   }

   void close_d5()
   {   $d5_1.close();   }

   void open_d6()
   {   $d6_1.open();   }

   void close_d6()
   {   $d6_1.close();   }

   void open_d7()
   {   $d7_1.open();   }

   void close_d7()
   {   $d7_1.close();   }

   void open_d8()
   {   $d8_1.open();   }

   void close_d8()
   {   $d8_1.close();   }

   void open_d9()
   {   $d9_1.open();   }

   void close_d9()
   {   $d9_1.close();   }

   void open_d10()
   {   $d10_1.open();   }

   void close_d10()
   {   $d10_1.close();   }

   void open_d11()
   {   $d11_1.open();   }

   void close_d11()
   {   $d11_1.close();   }

   void open_d11a()
   {   $d11a_1.open();   }

   void close_d11a()
   {   $d11a_1.close();   }

   void open_d12()
   {   $d12_1.open();   }

   void close_d12()
   {   $d12_1.close();   }

   void open_d12a()
   {   
      $d12a_1.open();
      sys.trigger ($speaker_brakesqueal);
   }

   void close_d12a() {   
      $d12a_1.close();   }

   void open_d105() {
      $d105_1.open();
   }

   void close_d105() {
      $d105_1.close();   
   }

   void open_d106() {
      $d106_1.open();
   }

   void close_d106() {
      $d106_1.close();   
   }


   void reset_door()
   {
      //$light1_green.setColor ();
      //$light1_yellow.setColor ()
      //$light1_red.setColor();

      $light1_red.setColor (0.168627, 0.000000, 0.000000);
      $light1_yellow.setColor (0.819608, 0.792157, 0.070588);
      sys.wait (0.5);

      $light1_yellow.setColor (0.160784, 0.152941, 0.011765);
      $light1_green.setColor (0.105882, 0.898039, 0.184314);

      sys.wait (0.5);

      sys.trigger ($speaker_overide);

      sys.trigger ($unlock_objective);
      gf_Site2_Warning = FALSE;         // Stop playing the warning loop if they have
                                          // been in the area for longer than 60 seconds
      sys.trigger ($monorail_gui);         // Trigger the gui to resume operation
      TRAIN_MOVING = 2;
      
      $rd_1_1.open();
      $rd_3_1.open();
      
      //turn on trigger for tram rider swap with gibs
      sys.trigger ($trigger_once_28);
   }

   void move_train()
   {
      /*
         State is 0 upon loading the level
         State is 1 when it's travelling along the first stretch
         State is 2 after the button is pressed to open the two blocked doors
         State is 3 after the train resumes the last leg of it's trip
      */
      
      if (TRAIN_MOVING == 1) return;

      if (TRAIN_MOVING == 2)
      {
         train_proceed();
         return;
      }
      
      $ld_1_1.close();
      //$ld_3_1.close();//already closed
      $rd_3_1.close();
      //turn on door player clips
      $doorclip_rightFront.show();
      $doorclip_leftFront.show();
      $doorclip_rightRear.show();
      $doorclip_leftRear.show();
      sys.waitFor ($ld_1_1);//changed from 3_1 to 1_1
      
      sys.wait (1);
      
      $TRAIN_ANCHOR.time (70);
      
      $TRAIN_ANCHOR.accelTime( 3 );
      $TRAIN_ANCHOR.decelTime( 3 );
      
      $player1.enableWeapon(); //changed to target_enableweapons in radiant
      
      $TRAIN_ANCHOR.startSpline ( $spline1 );
      $TRAIN_ANCHOR.removeInitialSplineAngles();
      TRAIN_MOVING = 1;
      
      //trigger sounds
      sys.trigger ($movement_speaker);
      sys.trigger ($squeal_speaker);
      sys.waitFor ($TRAIN_ANCHOR);
      //trigger sounds
      sys.trigger ($steamchuff);
      sys.trigger ($squeal_speaker);
      sys.trigger ($movement_speaker);
      
      //hide door clips after train reaches site2 dock
      $doorclip_rightFront.hide();
      $doorclip_leftFront.hide();
      $doorclip_rightRear.hide();
      $doorclip_leftRear.hide();
      
      $player1.enableWeapon(); //changed to target_enableweapons in radiant
      $rd_1_1.open();
      sys.wait (3);
      sys.trigger ($item_objective_5);   // Trigger the objective after the train stops.
   }

   void close_tram_doors()
   {
      $rd_1_1.close();
      $rd_3_1.close();
   }
   
   //void open_tram_doors()
   //{
   //   $rd_1_1.open();
   //   $rd_3_1.open();
   //}

   void squeal_monorail()
   {
      sys.trigger ($squeal_stop_speaker);
   }
   void voc_1()
   {
      sys.trigger ($speaker_voc1);
   }
   void voc_2()
   {
      sys.trigger ($speaker_voc2);
   }
   void voc_3()
   {
      sys.trigger ($speaker_voc3);
   }
   void voc_4()
   {
      sys.trigger ($speaker_voc4);
   }
   void voc_5()
   {
      sys.trigger ($speaker_voc5);
   }
   void voc_6()
   {
      sys.trigger ($speaker_voc6);
   }
   void voc_7()
   {
      sys.trigger ($speaker_voc7);
   }
   void voc_8()
   {
      sys.trigger ($speaker_voc8);
   }
   void voc_evil()
   {
      sys.trigger ($speaker_chant);
   }
   // Simplified version of Matt's E3_2 Machine
   void spawn_exit()
   {
      if ( TRAIN_MOVING == 2 )
      {
         sys.trigger ($monster_demon_trite_1);
         sys.trigger ($monster_demon_trite_2);
      }   
   }

   void matt_mover()
   {
      $arm.time (1);
      $top.time (0.75);
      $bottom.time (0.5);
      
      while (1)
      {
         // Should be centered here - Moving right next...
         $arm.rotateOnce ('0 90 0');
         $top.rotateOnce ('0 0 90');
         sys.waitFor ($arm);

         $rotator.rotateOnce ('0 360 0');
         $bottom.move (UP, 24);
         
         sys.waitFor ($bottom);
         
         sys.wait (0.5);
      
         $rotator.rotateOnce ('0 -360 0');
         $bottom.move (DOWN, 24);
         sys.waitFor ($bottom);
         
         $arm.rotateOnce ('0 -90 0');
         $top.rotateOnce ('0 0 -90');
         sys.waitFor ($arm);

         // Should be centered here ... about to move left.
         
         $arm.rotateOnce ('0 -90 0');
         $top.rotateOnce ('0 0 -90');
         sys.waitFor ($arm);

         $rotator.rotateOnce ('0 360 0');
         $bottom.move (UP, 24);
         
         sys.waitFor ($bottom);

         sys.wait (0.5);

         $rotator.rotateOnce ('0 -360 0');
         $bottom.move (DOWN, 24);
         sys.waitFor ($bottom);
         
         $arm.rotateOnce ('0 90 0');
         $top.rotateOnce ('0 0 90');
         sys.waitFor ($arm);
      }
   }

   void cage_movement(entity ent)
   {
      //$rot1.time ( CalcTimeForRotationAroundEntity( 1576, 90, TRAIN_SPEED) );
      vector   vec;
      entity  cagepath;
      ent.time (CAGE_SPEED);
   }

   void activate_monster_zombie_commando_26()
    {
      sys.trigger ($monorail_monster_zombie_commando_26);
      sys.wait(.2);
      $indoor_3.open();            // Open the door so we can see the monorail monster.
      $indoor_4.open();      
   }


   void cache_sounds() {
      $speaker_165.cacheSoundShader ("monorail_computer_turrets_on");
      $speaker_165.cacheSoundShader ("monorail_computer_turrets_off");
   }
   
   void main()
   {
      cache_sounds();
      bind_objects();
      init_world();
      thread pattern1();
      thread pattern3();
      thread matt_mover();
   }
}
« Last Edit: September 15, 2015, 04:27:57 PM by doom3xbox »

argoon

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Re: How to script, what to use to script?
« Reply #22 on: September 15, 2015, 08:49:01 PM »
I think you should spend some time seeing this video tutorials http://www.3dbuzz.com/training/view/doom-3-modding there's even a very cool scripting tutorial where you make a complex moving platform using triggers and a ingame GUI button, this will give you a taste of what scripting looks in idtech 4. Btw one thing i love about idtech 4 is that you can "script" ingame behaviors without even touching code, just using timed triggers and connections between entities you can make some complex stuff, for exemple i did a button able to turn on and off a light without even coding anything. :D

A good text editor to edit Doom 3 scripts is http://www.contexteditor.org/index.php is the only text editor that i know with a text highlight for DoomScript, look for it here http://www.contexteditor.org/highlighters/ is in the second row in the middle.
« Last Edit: September 15, 2015, 08:57:51 PM by argoon »

Phrozo

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Re: How to script, what to use to script?
« Reply #23 on: September 16, 2015, 12:11:17 AM »
Just a friendly reminder: Use the 'code' tags when posting code/script blocks to format it for better readability. Also, no need to post entire script. Most of it isn't relevant.

doom3xbox

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Re: How to script, what to use to script?
« Reply #24 on: September 16, 2015, 12:11:58 PM »
Guys, I'm new to this, and to something simple, as I've been stated on here, I'm having a tough time with this. And I felt the need to post the script so anyone viewing understood.

I had tried to make the tram stop after going, but I guess that requires a new gui for that option for the script to work, and even if it didn't, I don't where to do put a snippet of code to do so.

motorsep

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Re: How to script, what to use to script?
« Reply #25 on: September 16, 2015, 12:15:24 PM »
I had tried to make the tram stop after going, but I guess that requires a new gui for that option for the script to work, and even if it didn't, I don't where to do put a snippet of code to do so.

Tram stop as in the middle of existing rail way? It's not possible. The tram is a mover on a spline and in the stock engine it can only move from the starting point to the end point without stopping.

doom3xbox

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Re: How to script, what to use to script?
« Reply #26 on: September 16, 2015, 12:30:12 PM »
Ah, okay, thank you for that piece of information.

I was sceptical about that mod idea.

I'm giving the clips currently a watch. Hmm...

doom3xbox

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Re: How to script, what to use to script?
« Reply #27 on: September 16, 2015, 06:58:14 PM »
I tried the setup with a teleporter 1, and spawner 1. But that doesn't change anything, the doors still remain close.

doom3xbox

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Re: How to script, what to use to script?
« Reply #28 on: September 17, 2015, 08:42:23 AM »
When I decided to remove the doors, the player can't walk to the back. I even deleted some of the entity pieces seen in the images I uploaded a couple of days back.

Thank you for trying to assist me, and point me in a direction. Take care.
« Last Edit: September 17, 2015, 11:01:43 AM by doom3xbox »