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Kill a panel Prob

Posted: Sat Feb 19, 2011 1:53 pm
by Noobi-Wan
hey GT.....
i have a new problem..
i have a panel called hangar_door_panel
i have two anim groups doorClose and doorOpen
i want that the one anim is played when i kill the panel
and the other when i repair it
i try something with the command from deathstar but it didnt works
here is my lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("teleport")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()





-- beginning deathing --

OnObjectRespawnName(PlayAnimdoorOpen, "hangar_door_panel");
OnObjectKillName(PlayAnimdoorClose, "hangar_door_panel");



------end---


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "CON_CP1"}
cp2 = CommandPost:New{name = "con_CP1a"}
cp3 = CommandPost:New{name = "CON_CP2"}
cp4 = CommandPost:New{name = "CON_CP5"}
cp5 = CommandPost:New{name = "CON_CP6"}
cp6 = CommandPost:New{name = "CON_CP7"}
cp7 = CommandPost:New{name = "cp8"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

SetUberMode(1);






EnableSPHeroRules()




--A single teleport
--WeaponRoom
local region = GetRegionLocation( "region4" )
local destination = GetPathNodeDestination( "teleport_bridge", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region4" )



--A single teleport
--HOME-weaponroom
local region = GetRegionLocation( "region88" )
local destination = GetPathNodeDestination( "cp8_spawn", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region88" )



--A single teleport
--MEDIC
local region = GetRegionLocation( "region20" )
local destination = GetPathNodeDestination( "teleport_medic", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region20" )



--A single teleport
--HOME-medic
local region = GetRegionLocation( "region19" )
local destination = GetPathNodeDestination( "cp8_spawn", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "region19" )



--A single teleport
--HOME-UTA
local region = GetRegionLocation( "back_home" )
local destination = GetPathNodeDestination( "secret_hangar", 0 )
SetupEnterRegionTeleport( region, destination, 0, 0 )
ActivateRegion( "back_home" )



--Kolto Tank

ActivateRegion("anim1")

region1 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then

PauseAnimation("koltotank")
RewindAnimation("koltotank")
PlayAnimation("koltotank")
end
end,
"anim1"
)

--Kolto Tank Ends





-------------------------HANGAR DOOR--------------------------



-- OPEN
function PlayAnimdoorOpen()
PauseAnimation("doorClose");
RewindAnimation("doorOpen");
PlayAnimation("doorOpen");

end
-- CLOSE
function PlayAnimdoorClose()
PauseAnimation("doorOpen");
RewindAnimation("doorClose");
PlayAnimation("doorClose");

end

---------------HANGAR DOOR ends-------------------



end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(1000)
SetMaxPlayerFlyHeight (1000)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\nsq.lvl",
"rep_fly_gunship",
"rep_fly_gunship_sc",
"nsq_inf_noobi_trooper",
"nsq_inf_kane_trooper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_officer",
"rep_inf_ep3_pilot",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_marine",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_guided_rocket")

SetupTeams{
rep = {
team = REP,
units = 10,
reinforcements = 500,
engineer = { "nsq_inf_noobi_trooper",0, 0},
assault = { "rep_inf_ep3_rocketeer",0, 0},
soldier = { "nsq_inf_kane_trooper",0, 0},
sniper = { "rep_inf_ep3_sniper",0, 0},
officer = {"rep_inf_ep3_officer",0, 0},
special = { "rep_inf_ep3_jettrooper",0, 0},

},
cis = {
team = CIS,
units = 60,
reinforcements = 750,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",4, 9},
engineer = { "cis_inf_engineer",4, 9},
sniper = { "cis_inf_sniper",4, 9},
officer = {"cis_inf_officer",4, 9},
special = { "cis_inf_droideka",4, 9},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandFlyer", 5)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("SoldierAnimation", 304)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:URA\\URA.lvl", "URA_conquest")
ReadDataFile("dc:URA\\uta1.lvl", "uta1_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
i hope you will solve my problem....
pls help me...

Re: Kill a panel Prob

Posted: Sat Feb 19, 2011 2:05 pm
by Firefang
Add this under it
Hidden/Spoiler:
-- OPEN
function PlayAnimdoorOpen()
PauseAnimation("doorClose");
RewindAnimation("doorOpen");
PlayAnimation("doorOpen");

end
-- CLOSE
function PlayAnimdoorClose()
PauseAnimation("doorOpen");
RewindAnimation("doorClose");
PlayAnimation("doorClose");

end

Re: Kill a panel Prob

Posted: Sat Feb 19, 2011 2:18 pm
by Noobi-Wan
i have this already...

-- OPEN
function PlayAnimdoorOpen()
PauseAnimation("doorClose");
RewindAnimation("doorOpen");
PlayAnimation("doorOpen");

end
-- CLOSE
function PlayAnimdoorClose()
PauseAnimation("doorOpen");
RewindAnimation("doorClose");
PlayAnimation("doorClose");

Re: Kill a panel Prob

Posted: Sat Feb 19, 2011 2:35 pm
by Firefang
My bad, didn't see it

Re: Kill a panel Prob

Posted: Sat Feb 26, 2011 12:07 pm
by Noobi-Wan
It's like every problem ive posted on gametost...nobody can solve it....
:(

Re: Kill a panel Prob

Posted: Sat Feb 26, 2011 5:03 pm
by Jaspo
Without studying it real great depth, my first instinctive bit of advice is to double-check all the spellings in Zeroeditor...check for capitalization differences too; I'm pretty sure they matter, and are tough to spot in ZE's large caps/small caps font interface.