Another n00b asking questions... help plz :)


(mcm151201) #1

First off- I would like to thank all of the mappers on this forum who selflessly help mapping n00bs like myself. Thank you for all of your time :clap:

Ok; on to my questions.

I’ve been trying to learn about making maps for a long time- probobly reading 50 tutorials along the way. I’m currently working on a map that pretty simple- allies break into castle and blow up something (I havn’t decided what yet :???: ) and that’s pretty much it. I’ve very comfortable with working with brushes, as well as texturing and basic entities (lights, spawn points, MG42s, explodable-object etc.), but beyond that I gets very blurry. The one thing that’s really frustrating me is the dynomitable objective. I’ve tried it 8 times from 3 different tutorials, but it never works. Each time it doesn’t show the dynomite icon (it shows the hand icon to show that it can be destroyed), and in the command map it shows an icon of a Command Post. My dinomitable object it several brushes- is that a problem? Also- I havn’t been able to figure out how to make constructable things. I’ve read all over the place, but I can’t find anything that I can use.

Help plz :drink:


(lennyballa) #2

Hint: LOOK IN READ ME FIRST
Why do you think sock added it there?


(Dark Killer) #3

ok for dynamitable objective look here http://www.wolfensteinx.com/surface/tutorials/explosive_objectives.html and do everything like it tells you except the spawnflags should be 4 on the func_explosive, and use the following script instead:



	scriptnameofobjectiveinfogoeshere
	{
		spawn
		{
			wait 200
			constructible_class 3

		}

		death
		{
			wm_announce	"Allies have destroyed the thing"

		}
	}



(mcm151201) #4

I followed that tutorial exactly (except for a few things i knew only worked in RTCW), and it still didn’t work. When I walked up to my objective, it said the right thing, but no icon appeared. I couldn’t even detroy it with grenes OR dynomite. this is so frustrating


(mcm151201) #5

just a thought… to make my script file I just opened notepad, put in the script and saved it as mymapname.script in my /etmain/maps folder- that’s how I’m supposed to do it, right?


(Drakir) #6

Do you have anything scripted working?
Do you have a script_multiplayer entity in your map?
If not add a the entity anywhere inside the map and give it a key of “scriptname” and a value “game_manager”.


(mcm151201) #7

i have the script_multiplayer entity in my map with the correct keys. This dynomite script is the only script i’ve tried working, so no- i don’t have any other scripts working on this map


(Dark Killer) #8

ya forgot to manage the script entity, also through the game_manager you can define your objectives and such, if it is not destroyable by anything it is because you didn’t set the construction class right and make sure you save it with a *.script extension, sometimes notepad saves it as mymapname.script.txt just take out the txt then! or save it as all files if you know what i mean :beer:


(mcm151201) #9

it did save it as mymapname.script.txt :banghead: thanx a ton :slight_smile: but while I have your attention- how do I add a model? Every time I try misc_model and select a model it just shows up in the editor as a wierd box thing with lines through it…


(Stektr33) #10

I had a similar problem when i first started out.
Here’s a similar thread concerning your problem:
http://www.splashdamage.com/forums/viewtopic.php?t=2517

Basically, when you insert misc_models intor you map, Radiant puts the full path of the model in your entity’s property (the model key). It needs to be a relative path. When you insert it, you need to hit ‘n’, and change the model key value from

C:\Program Files\Wolfenstein - Enemy Territory\etmain\models\mapobjects\blitz_sd\modelname.md3
to
models\mapobjects\blitz_sd\modelname.md3
(per Hummer’s example in the aforementioned thread)