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-   -   Is there a WAC size limit? (https://novahq.net/forum/showthread.php?t=44583)

Spinney 12-11-2009 02:03 AM

Is there a WAC size limit?
 
I posted this in the BHDTS forum on DFBarracks first but there hasn't been much response and, as this applies to DFX and JO, too, I thought I'd ask here.Is there a size limit for WAC files?

Just wondering if there is a size limit for wacs because I've noticed that when I try and post a biggie I always end up with quite a few not triggering. My latest map (Operation Starbright: Team Sabre) has a well enough scripted WAC but at first only three quarters of the waves would trigger. I reversed the sequence of triggers in the WAC and then they all triggered except for the first three wave triggers. I then placed the first three back at the beginning of the WAC but the ones that are due to trigger after them started not working. I then placed them at the beginning and they started again but the following wave triggers ...... Anyway, you get the idea. This has happened on BHD, DFX 1 and 2. JO etc. Is there a way to stop this? I've looked in the stock maps for BHD and the wacs are all quite small. Is that because of a size limit? Any help on this would really be appreciated.

Navigator 12-11-2009 07:17 AM

I have found that if I used all 20 THENs of a trigger that things would not happen and I would have to drop back to maybe 12 and 8 in 2 IFs. Maybe your problem is similar, too much at once, followed by, or concurrent with, a succeeding script or IF THENs trying to execute at the same time. The other oddity is a failed instance, like a helo set to HOVER, that jumps to point 0,0 and is stuck, seems to cascade the failure into other events IFs either in the Event or WAC areas. Ultimately, I find that if everything is written correctly, it all will work. That's what I've experienced.

skinny killer 12-11-2009 10:48 AM

No, there is no limits on the WAC.

make sure there are absolutely NO errors. remember, if a WAC script has a single error, any scripts below that will not work. these errors can be as simple has a period or comma.....etc


also, are you using comments in the scripts for the wavs? comments as in, telling the wave says. Example: Wave("blank.wav") //Move out bravo move out...... if so, try removing ALL comments and try again. there's have been countless times that the comments has caused errors in my WAC. ;)

MERMITE 12-11-2009 01:16 PM

Amazing you 2 "PROS" don't know the most basic mapping stuff, after all these YEARS
I always say the same, 'READ THE MANUAL' and some of my admirer's say I'm too soft on you....lol
let me choke on that for a minute ..lol, remember SK and Skinny why I jump on your over-inflated wac's for this very reason, and then???? waveready?????
like it was written by a school kid in his first year of booly ...lol

Aim for 25kb, I've run wacs at 23kb (thats big) again the game engine reads the wac file every second, the SAME reason why you cant Trigger under one second, (poor skinny been eating croc meat again) as the game reads the wac, IT DOES NOT TAKE THE TEXT AND CONSOL TO MEMORY only the important stuff
Commands are loaded by the game engine to memory in it's own syntex so it you want memory, use short wac commands not the long winded stuff(variables)
Although these switches are good, many V commands lie around choking the wac list hence a waste of space, better to use a simple trigger

Nova's Game.wac
// WAC Logic and Math (tests for inside IF statement)
// Example: IF V1<12 AND V2<12 THEN
// Note: this compiles to IF (V1<12) AND (V2<12) THEN

also //both do the same thing
if past(10) and never() //then waste of space
if ontick(10) then //the best way to save memory

At all time avoid pointless code or commands. wavereadylololol (a hangover from BHD)
use loops if it is shorter, Above all extract your games wac and learn by heart, DFX2 is the same as JOESC, and have a few timesavers, player loop, group loop, etc which saves a lot of space,
Above all
THE GAME ENGINE MUST READ THE WAC IN ONE SECOND, IF IT CAN'T THEN YOU HAVE A PROBLEM


"M"

Spinney 12-11-2009 02:09 PM

I think that somewhere between everything everyone has said should give me some kind of solution to this. But as I said before, reversing the sequence seems to have worked for all but three waves. I'll take out the comments and chop up the lines to exclude the wavereadies where they aren't necessary. I told SK once before that there were no probs in the WAC when 1 day later Dashie spotted one on a consol command ...:rofl: But sometimes it can be the strangest thing, such as a space between the wave file and the ". Now, MERMITE, does ontick really use less memory than past? Please explain. I really am no expert with WACs. To me, they might as well be magic:wtfsign::. Anyway, I'll let you all know what happens and thanks for all your help folks:bday:

MERMITE 12-11-2009 03:54 PM

My maps are 95% wac, I find it easier than all those Crappie event editors that should have been redesigned years ago, I see the wac as one may see a shoot or edit list in the movies, once you get ya act together these wac's do define a good map from one that is average at best, many mappers have designed there OWN style and lay out,
Iv'e just played a map where the entire wac was written horizontally....wow try figure that out, myself I do mine in paragraphs as in
//INFIL
//TARGET
//XFIL
I prefer to use SSN2SSN rather than ssntossn, just habit is all also
if past(10) and never() then
text("kill him")
endif
but
if ontick(10) and never() then
etc etc is the correct way (see even I have to be retrained)
Also of the above all but the stuff in brackets goes to memory as you know??? the text goes to screen
Guys it's important that you get your OWN style and keep to it
Just as SK will find out trying to hide 50 - 70 bad guys, when one day he will wish he learnt to teleport groups(with ease) than CLOG up the game engine with hideSSN(000)
then unhideSSN(000)'sss

''really am no expert with WACs. To me, they might as well be magic'' says Spinny

Rubbish become an expert All you guys doing is moving assets around, the story is in the wac, ...it's not what the hero says, it's what he does says any move script writer

Best thing you can do is LEARN, so extract all the wacs outta DFX2 and look and learn real hard, take notes, but caution I think many were machine written

DFX1 had a very very good wac of fire with fuel drums, now that got me thinking


"M"
ps good luck

dave61 12-11-2009 06:03 PM

Quote:

Originally Posted by MERMITE (Post 359195)
Amazing you 2 "PROS" don't know the most basic mapping stuff, after all these YEARS
I always say the same, 'READ THE MANUAL' and some of my admirer's say I'm too soft on you....lol
"M"

Mermite,

You saying you're a pro .... LOL ....

You're saying you even have peeps admirering you .... LOL

That is soooooo funny .... I'm LMAO @ you !!!!

Keep it up ... !

skinny killer 12-11-2009 06:26 PM

LOL. mermite does have a point tho. but still it does not apply here.

Spinney said that when he reversed the commands it worked. which would not change actual size of the file. so size is not the prob. you probably just have a small error in one of the scripts somewhere.

MERMITE 12-12-2009 02:51 PM

if SSNnearSSN(10000,1504,3) then
ssnface 1504 face_normal
endif
if chain(2) then
ssnface 1504 face_surprise
endif
if chain(2) then
ssnface 1504 face_normal
endif

TWITCH TWITCH ....lol

dave61 12-12-2009 06:29 PM

Quote:

Originally Posted by MERMITE (Post 359267)
if SSNnearSSN(10000,1504,3) then
ssnface 1504 face_normal
endif
if chain(2) then
ssnface 1504 face_surprise
endif
if chain(2) then
ssnface 1504 face_normal
endif

TWITCH TWITCH ....lol

The ssnface command doesn't work !

Even if it did work, ... what does the ssnface command have to do with the problem asked ?

The bottom line ...... is there a .WAC limit size ?

No, there is no .WAC limit size.

But, If you have made a mistake on ANY of your .wac scripts then ( like Skinney Killer said ) anything below that .WAC script error will stop working !!!

VARIABLEs do not matter ..... and it does not matter about how many VARIABLES you use !!!


JMHO,
Dave61

Xx_jet_xX 12-12-2009 07:11 PM

I like to use a good combo of events and wac scripts, If it can be done with an event i usualy use that instead of a wac, but there is plenty that cant be done with events or is more eficiant with a wac.

skinny killer 12-12-2009 07:34 PM

yeah, I don't think there's an official WAC limit but I do belive that a very large WAC could affect WAC preformance becuase it has alot more info to read. I think that's what mermite was trying to say.

in any case. WAC size is not your problem spinney. ;) 'Nuff said.

Spinney 12-13-2009 04:07 AM

So, it's not a case of how big your wac is but what you do with it?:rofl: There must be a mistake there somewhere but I'm buggered if I can find it. However, the fact something at the bottom of the list works when placed at the top seems to prove that something somewhere in the middle is not right. I prefer to use events and only use the wac for things like ammo2trgt and wave. I sometimes use variables to trigger things but I've messed things up with them a couple of times and what I tend to do is kill an indestructible ammo crate to set something off. Mind you, this is a BHD mission and the wacs differ a tad. MERMITE would be ssnface 1504 face_happy with BHD as you can use that in the wacs:catfight:. Anyway, here's another conundrum; I once did a map using the BFM mod (Return to Black Mesa) and was able to teleport a SND marker. It was a modded SND marker, however, but the effect was to allow me to run a wave file at the same time as the SND (an alarm). I'm trying to do something similar and the SND markers will not teleport. I tried hidessn and unhide but no luck. What I want to do is begin a noisy rocket kind of sound while simultaneously run an alarm. Any ideas?

MERMITE 12-13-2009 11:58 PM

Q: There must be a mistake there somewhere but I'm buggered if I can find it
A: Break it up into paragraphs eg.
--------------------------------//;player near tree
if SSNnearSSN(10000,121,3) then
quake(1)
endif
--------------------------------//etc etc
think like a movie director, this is what moved me the other way to you Spinny more WAC less events, I had a lot of HASSLE triggering with events for action via the wac.
(don't forget event has to have >>>execute wac, cmmd)

BHD mission then, wow can I remember???? don't forget you may use the GRIMACE editor with this...lol don't want to upset D61 lolol...

PUNCH it up under another post in the BHD section

"M"

what the heck are you on BHD for????? you just spent a small fortune on DFX2 ????

MERMITE 12-14-2009 12:07 AM

I wonder if admin can delete those 2 posts I screwed up ABOVE thank you

here's another conundrum; I once did a map using the BFM mod (Return to Black Mesa) and was able to teleport a SND marker. It was a modded SND marker, however, but the effect was to allow me to run a wave file at the same time as the SND (an alarm). I'm trying to do something similar and the SND markers will not teleport. I tried hidessn and unhide but no luck. What I want to do is begin a noisy rocket kind of sound while simultaneously run an alarm. Any ideas?[/QUOTE]

Try the Chair trick I did recently
Extract the modded sound file and rename the file to the one in the game
you will have to include the file with any uploads

failing that
Use your audio editor and build the sound to your requirements, we often have to do that in mapping, just keep it mono and about 8bit depending on the sound requirements
"M"
ps I have used the humvee horn as an alarm before, but only when I'm in a tight spot

Xx_jet_xX 12-14-2009 04:14 AM

Ofcourse you will run into trouble with using an event to execute the wac or having a wac script depemdent on an event. they should be kept seperate to do whtever function without bein dependant on the other to fulfill it.

Spinney 12-14-2009 06:15 AM

See your point. Perhaps that's the problem. Anyway, here is the bloody thing in it's entirety. If anyone can see anything wrong please, I'm all ears ... er, eyes. By the way, it's a BHD mission but, as I said before it's happened on all the games before:

;=============================================
; OPENING DIALOGUE
;=============================================
if past(2) and waveready() and never() then
wave("10MB400.wav",100)//victor 3 this vic 2 on way to lz
grouphp(12,900)
endif

if chain(9) and never() then
wave("10mt516.wav",100)//shooter on hill tops
text("Enemy right!")
endif

if chain(3) and waveready() and never() then
wave("dltb417.wav",100)//rpg rpg
text("Careful of RPGs!")
endif

if chain(16) and waveready() and never() then
wave("TCnvB003.wav",100)//more hstiles right
text("Enemy right!")
endif

if chain(6) and waveready() and never() then
wave("TDltA128.wav",100)//rpg on the right
text("RPGs in that ruined building to the right! Bottom floor!")
endif

if chain(5) and never() then
consol("Keep out of the way of your teammates!")
endif

if chain(2) and never() then
consol("Let them get to the bottom floor unhindered!")
endif

;=============================================
; first SAS meet
;=============================================
if ssndead(1074) and waveready() and never() then
ssnwave(291, "TsasA013.wav",100)//glad you blokes could make it
endif

if chain(1) and waveready() and never() then
wave("Tplsg011.wav",100)//tight schedule
consol("Get over to the other SAS team and help out!")
endif

if chain(1) and waveready() and never() then
wave("Tplay119.wav",100)//support sas
endif

if chain(1) and waveready() and never() then
wave("dlta031.wav",100)//guns coming here
consol("Repel the attack!")
endif

if chain(1) and waveready() and never() then
wave("Play246.wav",100)//hol this position
consol("Don't let them overrun your position!")
endif

if chain(8) and waveready() and never() then
wave("Tplsg020.wav",100)//hold it together
consol("Don't loose your team When leaving the building.")
consol("Make sure they are all with you.")
endif


;=============================================
; TANK SHOOTS
;=============================================
if area(3) then
if random 6 then
ammo2tgt(ammo_Mk19NADE,2)
ammo2tgt(ammo_LARGELANDMINE,1)
endif
endif

if chain(2) and waveready() and never() then
wave("gotatank.wav",100)//got a tank
consol("You must get in close to destroy the tank!")
endif

if chain(2) and never() then
consol("Destroy the oil drum on the back to take it out!")
endif


;=============================================
; SAS man down
;=============================================
if ssndead(289) and waveready() and never() then
wave("dltb087a.wav",100)//man down
endif

if chain(1) and waveready() and never() then
wave("dltd027c.wav",100)//man down medivac now
consol("Repel any attack while the medivac evacuates the Brit!")
endif

if chain(2) and waveready() and never() then
wave("cmda404.wav",100)//understood medivac on way to get sagent remains
endif

if chain(29) and never() then
consol("Go into the ruined house and meet with the SAS inside!")
endif

;=============================================
; second SAS meet
;=============================================
if event(15) and waveready() and never() then
ssnwave(294, "TsasC003.wav",100)//bloody brilliant
endif

if chain(1) and waveready() and never() then
wave("10mc544.wav",100)//come on coach team should have landed
consol("Provide cover while the SAS regroup outside!")
endif

if chain(4) and waveready() and never() then
wave("Tplsg011.wav",100)//move tight schedule
consol("The SAS squad will now join you on the mission!")
endif

if chain(7) and waveready() and never() then
wave("airdef.wav",100)//other team cant land take out air defences
consol("The other team needs help with anti-air emplacements!")
endif

;=============================================
; leader says well done
;=============================================
if ssndead(2209) and waveready() and never() then
ssnradio(179, "TDltD005.wav")//nice work
consol("Mission success!")
endif

;=============================================
; counter attack defeated
;=============================================
if groupdead(34) and waveready() and never() then
wave("cmdd639a.wav",200)//weve taken the base
endif

if chain(2) and waveready() and never() then
wave("Pltb024b.wav",200)//30 seconds
endif

;=============================================
; counter attack
;=============================================
if ssndead(1400) and waveready() and never() then
wave("10mt515.wav",200)//more hostiles incoming
endif

if chain(2) and waveready() and never() then
wave("Tplay319.wav",200)//gonna get ugly
endif

;=============================================
; DIALOG FOR hostages coming out
;=============================================
if ssndead(2161) and ssnarea(10000,17) and waveready() and never() then
wave("Tplay351.wav",100)//hostages here
endif

if chain(1) and waveready() and never() then
wave("Tplay352.wav",200)//do you speaka de inglish
consol("They are free!")
endif

if chain(1) and waveready() and never() then
wave("TiowA002.wav",200)//yes Ispeaka de inglish
consol("Proceed upstairs!")
endif


;=============================================
; more text for air defence
;=============================================
if event(49) and never() then
consol("2 down 2 to go!")
endif

;=============================================
; text for air defence
;=============================================
if event(48) and never() then
consol("1 down 3 to go!")
endif

;=============================================
; up on the roof boys stay put
;=============================================
if ssnarea(10000,20) and waveready() and never() then
wave("Tplay362.wav",200)//i find way go to roof
consol("Get up there and sort out the tripple a!")
endif

;=============================================
; explosion in tunnel in embassy
;=============================================
if event(42) and never() then
ss2ssn(ss_explo_artillery,10000)
quake(30)
endif

if chain(1) and groupdead(26) and waveready() and never() then
wave("TDltC118.wav",200)//grenades
consol("They boobytrapped the tunnel!")
endif

if chain(1) and waveready() and never() then
wave("Play527.wav",200)//command do you know where the tunnel ends
endif

if chain(1) and waveready() and never() then
wave("TCmdD219.wav",200)//are you OK
endif

if chain(1) and waveready() and never() then
wave("TDltB126.wav",200)//cant see anything with the smoke
endif

;=============================================
; freed the hostage in embassy
;=============================================
if ssnarea(10000,14) and groupdead(26) and waveready() and never() then
wave("Tplay355.wav",200)//follow me out of here
endif

if chain(1) and waveready() and never() then
wave("dlta096b.wav",200)//hostages ar secure
consol("Get him to the exit!")
endif

if chain(1) and waveready() and never() then
wave("cmda036.wav",200)//copy victor three
consol("When you get to the ladder get out of his way!")
endif

;=============================================
; found the pow
;=============================================
if groupdead(24) and waveready() and never() then
wave("TDltD001.wav",100)// don't shoot
endif

if chain() and waveready() and never() then
SSNradio(10000, "Tplay383.wav")
endif

if chain() and waveready() and never() then
wave("TDltD002.wav", 100)
endif

if chain() and waveready() and never() then
SSNradio(10000, "Tplay384.wav")
endif

if chain() and waveready() and never() then
SSNradio(10000, "TCmdD227.wav")
endif

if chain() and waveready() and never() then
SSNradio(10000, "Tplay385.wav")
consol("Find the other pilot and then destroy the anti-air emplacements!")
endif


;=============================================
; let them lead in the tunnel
;=============================================
if event(37) and waveready() and never() then
wave("Play447.wav",200)//doorway clear
consol("Let them lead and don't get in their way!")
endif

;=============================================
; door problem
;=============================================
if area(11) and waveready() and never() then
wave("dlta566.wav",200)//how we gonna get throught the door
consol("We need to blow that door to get inside.")
endif

if chain(2) and waveready() and never() then
wave("fuse.wav",200)//copy command
consol("Shoot the end of the fuse and stand back, Numbnuts!")
endif

;=============================================
; resistance chit chat
;=============================================
if ssndead(1808) and waveready() and never() then
ssnwave(1183,"res1.wav",200)//boy in basement
consol("Take a team into the basement and get the airman out!")
endif

if chain(1) and waveready() and never() then
wave("dltc601b.wav",200)//going in
endif

if chain(1) and waveready() and never() then
wave("Info519.wav",200)//down ladder in basement
endif

;=============================================
; attract resistance attention text
;=============================================
if ssnarea(10000,8) and never() then
wave("dlta531.wav",200)//over here lets go
consol("Meet resistance leader!")
endif

;=============================================
; take cover
;=============================================
if event(33) and waveready() and never() then
wave("dlta038.wav",200)//tsake cover
endif

;=============================================
; arial bombardment
;=============================================
if ssndead(1452) and never then
ammoarea(ammo_AI_mortar, 13)
endif

if chain(3) and never() then
ammoarea(ammo_AI_mortar, 13)
endif

if chain(3) and never() then
ammoarea(ammo_AI_mortar, 13)
endif

if chain(3) and never() then
ammoarea(ammo_AI_mortar, 13)
endif

if chain(3) and never() then
ammoarea(ammo_AI_mortar, 13)
endif

if chain(3) and never() then
ammoarea(ammo_AI_mortar, 10)
endif

if chain(3) and never() then
ammoarea(ammo_AI_mortar, 10)
endif

if chain(3) and never() then
ammoarea(ammo_AI_mortar, 10)
endif

;=============================================
; enemy convoy is dead new orders
;=============================================
if groupdead(16) and waveready() and never() then
wave("10MB502.wav",100)//woo thats an explosion
endif

if chain(6) and waveready() and never() then
wave("gotores.wav",100)//link up with local resistance
consol("Meet up with local resistance at next WP!")
endif

if chain(1) and waveready() and never() then
wave("10mt023a.wav",200)//copy command
consol("Watch your back on the way there!")
endif

if chain(9) and waveready() and never() then
wave("bomber.wav",200)//copy command
consol("Bombing raid on the way! Get into cover ASAP!")
endif

;=============================================
; littlebird blows stuff up
;=============================================
if eq(v1,1) and never() then
endif

if chain(1) then
ammo2tgt(ammo_LARGELANDMINE,14)
endif

if chain(2) then
ammo2tgt(ammo_LARGELANDMINE,15)
endif

if chain(2) then
ammo2tgt(ammo_LARGELANDMINE,16)
endif

if chain(2) then
ammo2tgt(ammo_LARGELANDMINE,17)
endif

;=============================================
; here comes the enemy convoy
;=============================================
if event(27) and waveready() and never() then
wave("Plta501.wav",200)//incoming vehicles to your position
endif

if chain(2) and waveready() and never() then
wave("Rnga512.wav",200)//convoy in sight
consol("Get to cover. There's too many!")
endif

if chain(2) and waveready() and never() then
wave("cmdd052.wav",200)//stop and hold your position
endif

if chain(1) and waveready() and never() then
wave("Tplay135.wav",200)//air support
endif

if chain(1) and waveready() and never() then
wave("TCmdD205.wav",200)//help on way
endif

if chain(9) and waveready() and never() then
wave("Pltb550.wav",200)//starting a strafing run
consol("Stay under cover while the littlebird takes them out!")
endif

;=============================================
; vbl dead new orders
;=============================================
if ssndead(1098) and waveready() and never() then
wave("10mt505d.wav",100)//boom baby
endif

if chain(1) and waveready() and never() then
wave("cmda007.wav",100)//vic 3 what's your status
endif

if chain(1) and waveready() and never() then
wave("TDltB114.wav",100)//all clear area secure
endif

if chain(1) and waveready() and never() then
wave("Pltb062b.wav",100)//proceed on mission we pick up wounded
endif

if chain(1) and waveready() and never() then
wave("Tplay301.wav",100)//copy that team stay sharp
consol("Make your way to the crossroads and assess the situation!")
endif

if chain(9) and waveready() and never() then
wave("cmda006.wav",100)//lost contact launching seesaw
consol("The other team are in trouble and can't land!")
endif

;=============================================
; VBL comes out
;=============================================
if event(18) and waveready() and never() then
wave("TDltA133.wav",200)//incoming vbls
endif

if chain(1) and waveready() and never() then
wave("10MC540b.wav",200)//take cover
consol("Take out the VBL from cover!")
endif

;=============================================
; TANK ****ED UP
;=============================================
if ssndead(488) and waveready() and never() then
wave("tankdestroyed.wav",100)//tank ****ed
endif

Hellfighter 12-14-2009 07:34 AM

Quote:

Originally Posted by MERMITE (Post 359323)
I wonder if admin can delete those 2 posts I screwed up ABOVE thank you

here's another conundrum; I once did a map using the BFM mod (Return to Black Mesa) and was able to teleport a SND marker. It was a modded SND marker, however, but the effect was to allow me to run a wave file at the same time as the SND (an alarm). I'm trying to do something similar and the SND markers will not teleport. I tried hidessn and unhide but no luck. What I want to do is begin a noisy rocket kind of sound while simultaneously run an alarm. Any ideas?

Try the Chair trick I did recently
Extract the modded sound file and rename the file to the one in the game
you will have to include the file with any uploads

failing that
Use your audio editor and build the sound to your requirements, we often have to do that in mapping, just keep it mono and about 8bit depending on the sound requirements
"M"
ps I have used the humvee horn as an alarm before, but only when I'm in a tight spot

np done

MERMITE 12-14-2009 10:36 AM

para, 'Found the pow' has no time delay set, although you use (1) on audio files me thinks it's too short even though you are correct with waveready for BHD

Those 2? events to wac cmmds, try using the full trigger in the wac, located at
'more text for air defence'

I be back later

"M"

skinny killer 12-14-2009 10:49 AM

Quote:

Originally Posted by Spinney (Post 359332)
See your point. Perhaps that's the problem. Anyway, here is the bloody thing in it's entirety. If anyone can see anything wrong please, I'm all ears ... er, eyes. By the way, it's a BHD mission but, as I said before it's happened on all the games before:

;=============================================
; OPENING DIALOGUE
;=============================================
if past(2) and waveready() and never() then
wave("10MB400.wav",100)//victor 3 this vic 2 on way to lz
grouphp(12,900)
endif

if chain(9) and never() then
wave("10mt516.wav",100)//shooter on hill tops
text("Enemy right!")
endif

if chain(3) and waveready() and never() then
wave("dltb417.wav",100)//rpg rpg
text("Careful of RPGs!")
endif

if chain(16) and waveready() and never() then
wave("TCnvB003.wav",100)//more hstiles right
text("Enemy right!")
endif

if chain(6) and waveready() and never() then
wave("TDltA128.wav",100)//rpg on the right
text("RPGs in that ruined building to the right! Bottom floor!")
endif

if chain(5) and never() then
consol("Keep out of the way of your teammates!")
endif

if chain(2) and never() then
consol("Let them get to the bottom floor unhindered!")
endif

;=============================================
; first SAS meet
;=============================================
if ssndead(1074) and waveready() and never() then
ssnwave(291, "TsasA013.wav",100)//glad you blokes could make it
endif

if chain(1) and waveready() and never() then
wave("Tplsg011.wav",100)//tight schedule
consol("Get over to the other SAS team and help out!")
endif

if chain(1) and waveready() and never() then
wave("Tplay119.wav",100)//support sas
endif

if chain(1) and waveready() and never() then
wave("dlta031.wav",100)//guns coming here
consol("Repel the attack!")
endif

if chain(1) and waveready() and never() then
wave("Play246.wav",100)//hol this position
consol("Don't let them overrun your position!")
endif

if chain(8) and waveready() and never() then
wave("Tplsg020.wav",100)//hold it together
consol("Don't loose your team When leaving the building.")
consol("Make sure they are all with you.")
endif


;=============================================
; TANK SHOOTS
;=============================================
if area(3) then
if random 6 then
ammo2tgt(ammo_Mk19NADE,2)
ammo2tgt(ammo_LARGELANDMINE,1)
endif
endif

if chain(2) and waveready() and never() then
wave("gotatank.wav",100)//got a tank
consol("You must get in close to destroy the tank!")
endif

if chain(2) and never() then
consol("Destroy the oil drum on the back to take it out!")
endif


;=============================================
; SAS man down
;=============================================
if ssndead(289) and waveready() and never() then
wave("dltb087a.wav",100)//man down
endif

if chain(1) and waveready() and never() then
wave("dltd027c.wav",100)//man down medivac now
consol("Repel any attack while the medivac evacuates the Brit!")
endif

if chain(2) and waveready() and never() then
wave("cmda404.wav",100)//understood medivac on way to get sagent remains
endif

if chain(29) and never() then
consol("Go into the ruined house and meet with the SAS inside!")
endif

;=============================================
; second SAS meet
;=============================================
if event(15) and waveready() and never() then
ssnwave(294, "TsasC003.wav",100)//bloody brilliant
endif

if chain(1) and waveready() and never() then
wave("10mc544.wav",100)//come on coach team should have landed
consol("Provide cover while the SAS regroup outside!")
endif

if chain(4) and waveready() and never() then
wave("Tplsg011.wav",100)//move tight schedule
consol("The SAS squad will now join you on the mission!")
endif

if chain(7) and waveready() and never() then
wave("airdef.wav",100)//other team cant land take out air defences
consol("The other team needs help with anti-air emplacements!")
endif

;=============================================
; leader says well done
;=============================================
if ssndead(2209) and waveready() and never() then
ssnradio(179, "TDltD005.wav")//nice work
consol("Mission success!")
endif

;=============================================
; counter attack defeated
;=============================================
if groupdead(34) and waveready() and never() then
wave("cmdd639a.wav",200)//weve taken the base
endif

if chain(2) and waveready() and never() then
wave("Pltb024b.wav",200)//30 seconds
endif

;=============================================
; counter attack
;=============================================
if ssndead(1400) and waveready() and never() then
wave("10mt515.wav",200)//more hostiles incoming
endif

if chain(2) and waveready() and never() then
wave("Tplay319.wav",200)//gonna get ugly
endif

;=============================================
; DIALOG FOR hostages coming out
;=============================================
if ssndead(2161) and ssnarea(10000,17) and waveready() and never() then
wave("Tplay351.wav",100)//hostages here
endif

if chain(1) and waveready() and never() then
wave("Tplay352.wav",200)//do you speaka de inglish
consol("They are free!")
endif

if chain(1) and waveready() and never() then
wave("TiowA002.wav",200)//yes Ispeaka de inglish
consol("Proceed upstairs!")
endif


;=============================================
; more text for air defence
;=============================================
if event(49) and never() then
consol("2 down 2 to go!")
endif

;=============================================
; text for air defence
;=============================================
if event(48) and never() then
consol("1 down 3 to go!")
endif

;=============================================
; up on the roof boys stay put
;=============================================
if ssnarea(10000,20) and waveready() and never() then
wave("Tplay362.wav",200)//i find way go to roof
consol("Get up there and sort out the tripple a!")
endif

;=============================================
; explosion in tunnel in embassy
;=============================================
if event(42) and never() then
ss2ssn(ss_explo_artillery,10000)
quake(30)
endif

if chain(1) and groupdead(26) and waveready() and never() then
wave("TDltC118.wav",200)//grenades
consol("They boobytrapped the tunnel!")
endif

if chain(1) and waveready() and never() then
wave("Play527.wav",200)//command do you know where the tunnel ends
endif

if chain(1) and waveready() and never() then
wave("TCmdD219.wav",200)//are you OK
endif

if chain(1) and waveready() and never() then
wave("TDltB126.wav",200)//cant see anything with the smoke
endif

;=============================================
; freed the hostage in embassy
;=============================================
if ssnarea(10000,14) and groupdead(26) and waveready() and never() then
wave("Tplay355.wav",200)//follow me out of here
endif

if chain(1) and waveready() and never() then
wave("dlta096b.wav",200)//hostages ar secure
consol("Get him to the exit!")
endif

if chain(1) and waveready() and never() then
wave("cmda036.wav",200)//copy victor three
consol("When you get to the ladder get out of his way!")
endif

;=============================================
; found the pow
;=============================================
if groupdead(24) and waveready() and never() then
wave("TDltD001.wav",100)// don't shoot
endif

if chain() and waveready() and never() then
SSNradio(10000, "Tplay383.wav")
endif

if chain() and waveready() and never() then
wave("TDltD002.wav", 100)
endif

if chain() and waveready() and never() then
SSNradio(10000, "Tplay384.wav")
endif

if chain() and waveready() and never() then
SSNradio(10000, "TCmdD227.wav")
endif

if chain() and waveready() and never() then
SSNradio(10000, "Tplay385.wav")
consol("Find the other pilot and then destroy the anti-air emplacements!")
endif


;=============================================
; let them lead in the tunnel
;=============================================
if event(37) and waveready() and never() then
wave("Play447.wav",200)//doorway clear
consol("Let them lead and don't get in their way!")
endif

;=============================================
; door problem
;=============================================
if area(11) and waveready() and never() then
wave("dlta566.wav",200)//how we gonna get throught the door
consol("We need to blow that door to get inside.")
endif

if chain(2) and waveready() and never() then
wave("fuse.wav",200)//copy command
consol("Shoot the end of the fuse and stand back, Numbnuts!")
endif

;=============================================
; resistance chit chat
;=============================================
if ssndead(1808) and waveready() and never() then
ssnwave(1183,"res1.wav",200)//boy in basement
consol("Take a team into the basement and get the airman out!")
endif

if chain(1) and waveready() and never() then
wave("dltc601b.wav",200)//going in
endif

if chain(1) and waveready() and never() then
wave("Info519.wav",200)//down ladder in basement
endif

;=============================================
; attract resistance attention text
;=============================================
if ssnarea(10000,8) and never() then
wave("dlta531.wav",200)//over here lets go
consol("Meet resistance leader!")
endif

;=============================================
; take cover
;=============================================
if event(33) and waveready() and never() then
wave("dlta038.wav",200)//tsake cover
endif

;=============================================
; arial bombardment
;=============================================
if ssndead(1452) and never then
ammoarea(ammo_AI_mortar, 13)
endif

if chain(3) and never() then
ammoarea(ammo_AI_mortar, 13)
endif

if chain(3) and never() then
ammoarea(ammo_AI_mortar, 13)
endif

if chain(3) and never() then
ammoarea(ammo_AI_mortar, 13)
endif

if chain(3) and never() then
ammoarea(ammo_AI_mortar, 13)
endif

if chain(3) and never() then
ammoarea(ammo_AI_mortar, 10)
endif

if chain(3) and never() then
ammoarea(ammo_AI_mortar, 10)
endif

if chain(3) and never() then
ammoarea(ammo_AI_mortar, 10)
endif

;=============================================
; enemy convoy is dead new orders
;=============================================
if groupdead(16) and waveready() and never() then
wave("10MB502.wav",100)//woo thats an explosion
endif

if chain(6) and waveready() and never() then
wave("gotores.wav",100)//link up with local resistance
consol("Meet up with local resistance at next WP!")
endif

if chain(1) and waveready() and never() then
wave("10mt023a.wav",200)//copy command
consol("Watch your back on the way there!")
endif

if chain(9) and waveready() and never() then
wave("bomber.wav",200)//copy command
consol("Bombing raid on the way! Get into cover ASAP!")
endif

;=============================================
; littlebird blows stuff up
;=============================================
if eq(v1,1) and never() then
endif

if chain(1) then
ammo2tgt(ammo_LARGELANDMINE,14)
endif

if chain(2) then
ammo2tgt(ammo_LARGELANDMINE,15)
endif

if chain(2) then
ammo2tgt(ammo_LARGELANDMINE,16)
endif

if chain(2) then
ammo2tgt(ammo_LARGELANDMINE,17)
endif

;=============================================
; here comes the enemy convoy
;=============================================
if event(27) and waveready() and never() then
wave("Plta501.wav",200)//incoming vehicles to your position
endif

if chain(2) and waveready() and never() then
wave("Rnga512.wav",200)//convoy in sight
consol("Get to cover. There's too many!")
endif

if chain(2) and waveready() and never() then
wave("cmdd052.wav",200)//stop and hold your position
endif

if chain(1) and waveready() and never() then
wave("Tplay135.wav",200)//air support
endif

if chain(1) and waveready() and never() then
wave("TCmdD205.wav",200)//help on way
endif

if chain(9) and waveready() and never() then
wave("Pltb550.wav",200)//starting a strafing run
consol("Stay under cover while the littlebird takes them out!")
endif

;=============================================
; vbl dead new orders
;=============================================
if ssndead(1098) and waveready() and never() then
wave("10mt505d.wav",100)//boom baby
endif

if chain(1) and waveready() and never() then
wave("cmda007.wav",100)//vic 3 what's your status
endif

if chain(1) and waveready() and never() then
wave("TDltB114.wav",100)//all clear area secure
endif

if chain(1) and waveready() and never() then
wave("Pltb062b.wav",100)//proceed on mission we pick up wounded
endif

if chain(1) and waveready() and never() then
wave("Tplay301.wav",100)//copy that team stay sharp
consol("Make your way to the crossroads and assess the situation!")
endif

if chain(9) and waveready() and never() then
wave("cmda006.wav",100)//lost contact launching seesaw
consol("The other team are in trouble and can't land!")
endif

;=============================================
; VBL comes out
;=============================================
if event(18) and waveready() and never() then
wave("TDltA133.wav",200)//incoming vbls
endif

if chain(1) and waveready() and never() then
wave("10MC540b.wav",200)//take cover
consol("Take out the VBL from cover!")
endif

;=============================================
; TANK ****ED UP
;=============================================
if ssndead(488) and waveready() and never() then
wave("tankdestroyed.wav",100)//tank ****ed
endif


ok if a WAC script works at the top and not the bottom then for sure it's an error in one of the scripts. I don't see any errors just by giving it a quick look over. but I do see lots of No no's with your comments.


remove all of the below from your WAC.

;=============================================
; first SAS meet
;=============================================




and all of these...........


//weve taken the base

and I'll be it will work........ keep in mind, when using "//weve taken the base", always make sure that it is spaced once between the ("Wave.wav",0) and the "//". and ALWAYS make sure that the comments end in a period or exclamation point or something. believe me, I've had the same probs you're having and I just spaced them and ended them with periods and it worked. I don't know, why but it worked. lol

but just as an experiment. save a backup of the WAC and remove all of the comments and all unneeded junk.


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