2 strange questions :)


(isbowhten) #1

is it possible to make an entity non-damageable by flamethrower and knife? cause that won’t be real if they damage it.
AND I want an objective which must be carried by 2 people… not such a obj like this exclamation-mark on the players head… more lik a tank which only moves when 2 people are really near to it on 2 different sides.


(Flippy) #2

You can make an entity not damagable by flames and knives, but if you do that, it will also be not damagable by guns, panzers, grenades, etc. You will have to set the ‘construction_class’ to 2 or 3, 2 meaning it can be damaged by satchel or dynamite, 3 only by dynamite.
If you set ‘construction_class’ to 1, it can be damaged by anything, gunshots, grenades, panzers, knives, etc.

I have never seen it done but I think it will be possible to make a tank that 2 people have to escort at the same time.
The tank works by simply checking if a player is inside a trigger brush near the tank. If yes, it moves, if not, it stops. It won’t be too hard to extend this to be 2 players and two different triggers maybe.


(Wezelkrozum) #3

Flippy, if you can’t make an entity damageable by a panzer, grenade and not damageable by a gun and flamethrouwers or knifes. How did they make the tank in goldrush then?


(th0rn3) #4

I dont agree with both of you. There is a map called venece whitch has a wall that is damagable with grenader and panzers only. I dont know how is that made. I will decompile a map and see.
Make a tank with two triggers and controle driving by accums


(Wezelkrozum) #5

Ok, here is your solution:
Make a script_mover, press n and thick the box explosivedamageonly. Than only grenades and all that explosionstuff will destroy your thing.


(isbowhten) #6

fisrt of all: thank you…
the problem is … it should be destroyable by a gun but not by flames…

what do you think about the idea of “carrying” a objective(which means escorting it beacause it would disappear and show an exclamation mark on the heads if it would be a normal objective)
by two people on tow different sides…
if the people on the left side walks left too intensitively left the people on the right would have to carry it alone=> the obj doesnt move anymore…

the whole idea is: people must be more careful beacuse if you die AND if the partner and you dont work together OR the entity will be damaged you drop the objective.


(Wezelkrozum) #7

I don’t think you can make a object thats destroyable by a gun but not by flames. The only way to do that is make a new entity or something like that. sorry.


(isbowhten) #8

it doesnt matter :wink:
do not say sorry


(isbowhten) #9

can i change an entities’ origin with scripcommands?


(Wezelkrozum) #10

i don’t think so.


(Flippy) #11

Why would you want to? I can’t see any use for it.


(isbowhten) #12

well something should rotate… but around his edges… so … only one origin is not the same as 2 or more edges…
it is important to chabge the origin because i cant find another way to move an entity when 2 players are near it… it shouldnt move a special way… thats boring. the players should be capable of deciding for theirselves


(Wezelkrozum) #13

You could make a path of path_corners and then make 2 different ways or something. Than the allies/axis can press a button that desides which track the object follows.


(isbowhten) #14

hm… thats too complicated … it should give maaany ways…
what do you think about this idea:

i set the origin behind the entity… so if the left player moves forward it rotates: the left side moves a bit forward the right side a bit backwards.
the same happens when the right one moves forward… with walking backwards it is the same… now if BOTH player move forward… so if two globalaccums are e.g. 1 then the entity moves forward instead of rotating…now i only have the problem how to say the entity it should move just forward…

i also have an idea for this problem… i put an entity in front of the mover_entity… the mover follows this entity with direction forward…after having moved a bit the entity to be followed now FOLLOWS the mover entity with direction backwards…
i have no idea if this is possible… and i looked at a tutorial to learn how to move entities… but it is quite difficult.
so i need a lot of help …
if it doesnt incommode you please help me


(Flippy) #15

I don’t really understand your last post, but I’m pretty sure it is impossible to do what you want.
There are two ways to be able to ‘carry’ an objective:

  1. One player can pick it up and carry it ( (!) sign above head)
  2. An objective moves along a pre-defined path (tank for example).

You can make the predefined path to have many junctions, where the tank can choose wether to go left or right, maybe even determined by the number of players on the left or right side, but it would be a real pain in the ass to do that even with maybe 5 junctions, let alone make it seem like you could go anywhere you wanted… You would need an unlimited number of junctions theoretically… It may seem hard, but I would give up on that idea completely. It’s W:ET, not some advanced nextgen game :wink:


(aaa3) #16

[QUOTE=Flippy;175032]It’s W:ET, not some advanced nextgen game ;)[/QUOTE] imo many things possible within wet, only the players will complain coz their machine is too crappy to run smooth a particular map (maybe wet gamers are having worse machine than avarage contemporary gamers and/or tuning down visual q for competitive playing so/or they dont WANT anything nice or un-ordinary), or the mappers/modders dont want to give so much effort into it. but as i saw screenshots and ingame videos of unreal3 and id thech 5 engined games, much of the graphical beauty in them is possible in q3 engie i think, it would need olny much harder work from the programmers to create and much more resource-wasting from hardware point of view, than making the same (better) in nextgen engines.
ok its not strictly on-topic :stuck_out_tongue: but with workarounds, lots of fanaticism, it may be true in other aspects of wet not only visuals but scripts etc… idk :slight_smile:


(isbowhten) #17

@ Flippy
i explain my idea again
if you are on the left or right side: setstate “targetname” default
-> trigger_multiple on the forward side of your left/right side of the entity…
if you are on the left and walk forward: globalaccum 0 set 1 (it had been 0 before)
if you are on the right side: globalaccum 1 set 1

now there are 3 triggers:
trigger forward both accums must be 1 else abort (it moves forward)
( explanations to this trigger are at the “*”)

trigger left: accum 0 (left side) must be 1 else abort AND accum 0 must be 0 else abort (it turns right)
trigger right: accum1 (rght side) must be 1 else abort AND accum 1 must be 0 else abort (it turns left)

  • the entity moves forward to an entity in the fornt of it… i call this B … the mover is called A
    A |—| B
    A moves: A>-| B until here.
    now B moves to A with direction BACKWARDS: (dont know if that is possible): A |—> B