Issues discovered so far (and explanations)
cp unspawnable
remember, in regular fuel dump you could not spawn at the only way to do this was through an etpromapscript, because new entities need to be created to allow it. In the etpro version of the sw_fueldump_beta, the foward spawns do work.
the bridge
The stock bridge is a two stage constructible, so I cannot use the ‘build’ command to start it built, and the spawnflags make it unbuilt by default. I suppose that you could remove the stock bridge, create a ‘new’ bridge using the same models, a new TOI, and new construction materials, but… it would work ONLY in etpro, and it will take me a while to learn to do this (I think it can be done, but I have to learn how first; I’m pretty sure it can be done from the etpro script) The other prebuilt bridge I was using was the LMS bridge, which is not a constructible. I suppose I could again remove the stock bridge, place an etpro brush that use the LMS model with the correct spawnflags (9 I think, for an allied prebuilt constructible) associate it with a an etpro TOI, trigger, etc, but it might cause havoc.
For now I have done the following: Bridge is unbuilt at beginning of map, but requires .5 (or maybe .75) engineer bar to built each section. It is still dynamiteable.
Game clock:
now set to 15 mins for stopwatch
Tank invulnerability.
Tank could be removed I suppose and then maybe spawned via etpro entities with the desired spawnflags (invulnerbility). Again, it would only work for etpro. And I will have to learn more about it.
For now: tank health is set to 20000, but makes it essentially invulnerable. I will need to lower the chargebarreq, because the pliers actually give the tank ‘health’ (thanks reyal) when you are repairing, so it would take like 10-15 enginner bars to fix the tank if it was damaged. Or I can make it intoa constructible class 3 so that it is only da,aged by dynamite.
Sounds and announcements:
I didn’t include the (missing) sounds in the pk3 by accident. This is my first effort at assembling a pk3, so please bear with me. I will include all features in the final version.
Tank trigger area
Some people say that you don’t need to be as close to the tank to get it to move. I’m not sure it this is true, or whther moverscale is too blame, but I did not alter the trigger size, so I shouldn’t be the issue. I’m not sure this side effect is bad anyway.
Make tank killable at the end.
I’m not sure that I can change the tank’s hitpoints, but I should be able to kill it and lock it out via tank script.
Now the questions:
Should the axis defenses be easier to build?
Should stage two of the axis defenses be disabled on the east side?
–Mortis