First of all, this thread pertains to the last few I've posted in this forum. In order to make my life easier in attempting to bring the gain ground mod back to MOHAA, I'm thinking this is the easiest way to show both triggers and spawns. Here's my code:
Calling a spawn:
Code:
local.spawn = waitexec global/push_spawn.scr 4104.78 7775.73 -211.88 -90 axh axis
push_spawn.scr:
Code:
main local.x1 local.y1 local.z1 local.angle local.targName local.type:
if(local.type == "allies"){
local.allySpawn = spawn info_player_allied targetname local.targName
local.allySpawn.origin = ( local.x1 local.y1 local.z1 )
local.allySpawn.angle = local.angle
// Debug --- Show the spawns
if (int(getcvar(pushDebug)) == 1)
{
local.show1 = spawn script_model model models/player/allied_Airborne.tik origin ( local.allySpawn.origin ) angle ( local.allySpawn.angle )
}
}else if(local.type == "axis"){
local.axisSpawn = spawn info_player_allied targetname local.targName
local.axisSpawn.origin = ( local.x1 local.y1 local.z1 )
local.axisSpawn.angle = local.angle
// Debug --- Show the spawns
if (int(getcvar(pushDebug)) == 1)
{
local.show1 = spawn script_model model models/player/german_Scientist.tik origin ( local.axisSpawn.origin ) angle ( local.axisSpawn.angle )
}
}
end
Setting a trigger:
Code:
local.sptrg = waitexec global/trigger.scr -3598.932 -3089.528 456.611 -3881.924 -3909.593 551.171 sptrgstart
Trigger.scr:
Code:
main local.x1 local.y1 local.z1 local.x2 local.y2 local.z2 local.trigName:
local.x1 = float( local.x1 ) ; local.x2 = float( local.x2 )
local.y1 = float( local.y1 ) ; local.y2 = float( local.y2 )
local.z1 = float( local.z1 ) ; local.z2 = float( local.z2 )
// Make sure coords are in right order // Taken from MAM
if ( local.x1 > local.x2 )
{
local.x = local.x1 ; local.x1 = local.x2 ; local.x2 = local.x
}
if ( local.y1 > local.y2 )
{
local.y = local.y1 ; local.y1 = local.y2 ; local.y2 = local.y
}
if ( local.z1 > local.z2 )
{
local.z = local.z1 ; local.z1 = local.z2 ; local.z2 = local.z
}
local.trigObj = spawn trigger_multiple
local.trigObj.origin = ( local.x1 local.y1 local.z1 )
local.trigObj setsize ( 0 0 0 ) ( ( local.x2 local.y2 local.z2 ) - ( local.x1 local.y1 local.z1 ) )
local.trigObj targetname local.trigName
// Debug --- Show the triggers
if (int(getcvar(pushDebug)) == 1)
{
exec global/showbox.scr::setsize local.trigObj.origin ( 0 0 0 )( ( local.x2 local.y2 local.z2 ) - ( local.x1 local.y1 local.z1 ) )
}
end
Setting the CVAR to view the triggers and spawns (in server.cfg or the actual map files itself):
Do you think this setup would work?