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				10-16-2002, 02:12 PM
			
			
			
		  
		
	
                
            	
		
		
		What kind of script are you trying to create? Just the map script? If you're trying to make that...it's pretty easy..open up notepad and put it all in there and save it as a txt file, then rename it from a .txt to a .scr. Here is a sample script for my BridgeCrossing map I made a while back...be sure to change everything that I put in bold to correspond to your map. 
 
Also, the name of the file must be the same as your bsp. For instance, in my case my file was BridgeCrossing.bsp, so this file is named BridgeCrossing.scr 
 
// Bridge Crossing 
// ARCHITECTURE: Chad "HkySk8r187" Grenier 
// SCRIPTING: Chad "HkySk8r187" Grenier 
 
main: 
 
// set scoreboard messages 
setcvar "g_obj_alliedtext1" "Cross the Bridge" 
setcvar "g_obj_alliedtext2" "and get to Flag" 
setcvar "g_obj_alliedtext3" "Before the Axis!" 
setcvar "g_obj_axistext1" "Cross the Bridge" 
setcvar "g_obj_axistext2" "and get to Flag" 
setcvar "g_obj_axistext3" "Before the Allies!" 
  
setcvar "g_scoreboardpic" "BridgeCrossing" 
 
// call additional stuff for playing this map round based is needed 
if(level.roundbased) 
thread roundbasedthread 
	 
	exec global/ambient.scr BridgeCrossing 
 
level waittill prespawn 
	 
	//*** Precache Dm Stuff 
	exec global/DMprecache.scr 
	 
	//Script to create fog 
	$world farplane_color "0.752941 0.752941 0.752941" //fog color 
	level.fogplane = 2800 //visibility 
	$world farplane level.fogplane //there is fog 
	$world farplane 2800 
	$world farplane_color (0.752941 0.752941 0.752941) 
	//just delete this lines if you dont want fog 
 
	level.script = maps/obj/BridgeCrossing.scr 
 
level waittill spawn 
 
level waittill roundstart 
	 
end 
 
//----------------------------------------------------------------------------- 
 
roundbasedthread: 
 
	// Can specify different scoreboard messages for round based games here. 
	 
	level waittill prespawn 
	 
	level waittill spawn 
	 
	// set the parameters for this round based match 
	level.dmrespawning = 0 // 1 or 0 
	level.dmroundlimit = 5 // round time limit in minutes 
	level.clockside = draw // set to axis, allies, kills, or draw 
 
	level waittill roundstart 
 
end 
 
//*** -------------------------------------------- 
//*** "Axis Victory" 
//*** -------------------------------------------- 
axis_win_timer: 
level waittill axiswin 
end 
//*** -------------------------------------------- 
//*** "Allied Victory" 
//*** -------------------------------------------- 
teamwin allies 
end 
 
//The following you will not need in your script, but I will leave them so you can see how I wrote my custom scripts to do specific things required in my map. If you have played my map you will know what these three threads do. 
 
AlliesAtFlag: 
	local.player = parm.other 
	if (local.player.dmteam == "allies") 
	{ 
		teamwin allies 
	} 
	end 
 
AxisAtFlag: 
	local.player = parm.other 
	if (local.player.dmteam == "axis") 
	{ 
		teamwin axis 
	} 
	end 
 
felloffbridge: 
	local.player = parm.other 
	local.player kill 
end 
		
	
		
		
		
		
		
	
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