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Giving the Player some weapons
:: AL
-------------------------------------------------------------------------------
Ascript is
a file with the extension *.scr.
You will find one of these files provided with the MOH
Tools. A fully compiled map should always have 2 .scr
files accompanying i.e :
If your map is called test_x.bsp
Your scripts should be called test_x.scr and test_x_precache.scr
To make a scr file simply make a new
txt file and rename the extension from txt to scr then
reopen using notepad (I recommend using editpad).
The _precache.scr loads all models/anims/sound
for the engine optimising the ram usage.
The .scr is the one we want ..This
makes your game e.g. Makes that sniper snipe, controls
game objectives, sound, doors, soldiers ,voices, vehicles
I think you get the idea.
Right are you ready. Here we go ..First
create a map...Let's make a simple map (see first
room tutorial). Or use the files provided..
Now lets make a script for this map .(oh
dear this is where your brain , patience of a god ,
is required well at least in my case it was ..i now
smoke 50 a day since becoming a moh mapper..OOo the
stress)
Now make lets make a .scr (Script)
file for the map {like I mentioned above}right open
notepad/WordPad make a new txt file, open it and add
the following
// place
in your scr for reminders, tips etc
// ALANS MAP
// ARCHITECTURE: Alan Stables
// SCRIPTING: Alan Stables
Right when you've done that save it
as test_x.scr and place it in your mohaa\main\maps folder.
What does it all mean (well I thought
that and I still do) heres a quick rundown on the script
we have just written
exec global/ai.scr
// enables the game ai
exec global/loadout.scr maps/test_x.scr
// enables the script
level waittill prespawn //
wait till loaded before spawning level
exec global/ambient.scr test_x //
enables ambient sound for
// particular script
level waittill spawn //wiat
till player client spawn
$player item weapons/colt45.tik //
gives you a gun
fadein 2 0 0 0 1 // fades
in the level
wait 2 // er wait
level.script = "maps/test_x.scr" //definies
your scipt as .level.scipt
end
Compile your map and, hey
presto, if you've made your script correctly you should
start with a colt (wahey!) you've just coded your
first level !
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