[Bremen_B2] Destructible truck


(iddqd) #1

Hello SD Community

So as in the title i want to change the truck to destructible with build on start. I did make some changes in mapscript but unfortunately without success. I only manage to make the truck built on start :frowning:

// **********************************************
// ****************** TRUCK STUFF ***************
// **********************************************
truck_smoke
{
	spawn
	{
		wait 500
		attachtotag truck tag_wfront
		//setstate truck_smoke invisible
	}
}

// sound "thread"
truck_engine
{
	spawn
	{
		wait 200
		attachtotag truck tag_wfront
		//trigger truck_engine sound_idle
	}

	trigger start
	{
		trigger truck_engine sound_start
		wait 950
		trigger truck_engine sound_move
	}

	trigger stop
	{
		trigger truck_engine sound_stop
		wait 950
		trigger truck_engine sound_idle
	}

	// ========================================
	// sound events
	trigger sound_idle
	{
		playsound sound/vehicles/truck/truck_idle.wav looping
	}

	trigger sound_start
	{
		stopsound
		playsound sound/vehicles/truck/truck_revup.wav volume 96
	}

	trigger sound_move
	{
		playsound sound/vehicles/truck/truck_move.wav looping
	}

	trigger sound_stop
	{
		stopsound
		playsound sound/vehicles/truck/truck_revdown.wav volume 96
	}

	trigger sound_death
	{
		stopsound
		playsound sound/vehicles/truck/truck_stop.wav volume 96
	}
	
	trigger sound_silence
	{
		stopsound
		playsound sound/vehicles/truck/truck_stop.wav volume 96
	}

	// ========================================
	// ========================================
}

truck_build
{
	spawn
	{
		wait 500

		attachtotag truck tag_wback
	}
}

truck_construct
{
	spawn
	{
		wait 100
        
		set
		{
        		spawnflags "9"
		}
		
		constructible_class 2
		constructible_health 1050
		constructible_constructxpbonus 10
		constructible_destructxpbonus 10
	}

	built final
	{
		alertentity truck

		wm_announce "The Truck has been repaired!"
	}
}

// digibob: ok, for once i'm gonna PLAN this one, so NOTHING WILL BREAK EVAR
// ============================================================================
// accum 0, gold bars collected
// accum 1
//  - bit 0: barrier 1 status 	( 0 = destroyed, 	1 = built 		)
//  - bit 1: barrier 2 status 	( 0 = destroyed, 	1 = built 		)
//  - bit 2: spline status 		( 0 = not moving, 	1 = moving 		)
//  - bit 3: stuck check flag 	( 0 = not stuck, 	1 = stuck 		)
//  - bit 4: script lockout 	( 0 = no lockout, 	1 = lockout		)
//  - bit 5: blank 				( 									)
//  - bit 6: temp register 		(XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX)
//  - bit 7: death status 		( 0 = alive, 		1 = dead		)
//  - bit 8: player check 		( 0 = players, 		1 = no players	)
//  - bit 9: visible state		( 0 = alive, 		1 = dead		)
// accum 2, blank
// accum 3, current movement loop position
// accum 4, stop counter
// accum 5, blank
// accum 6, blank
// accum 7, blank
// ============================================================================
// spline points are tspln_X with X = 1 to 23
// ============================================================================
// wheel events:
//  - wheels_forward
//  - wheels_backward
//  - wheels_stop

truck
{
	spawn
	{
		wait 50

		set
		{
        		spawnflags "62"
			health "1050"
		}

		faceangles 0 0 0 50

		accum 1 bitreset 7
		accum 1 bitreset 9
		
		constructible_class 2
		constructible_health 1050
		constructible_constructxpbonus 10
		constructible_destructxpbonus 10
	}

	// ========================================
	// wheeeeeeeeeeeeeeels. eeels. ls.
	trigger wheels_forward
	{
		trigger truck_bwheel2 forward
		trigger truck_fwheel forward
	}

	trigger wheels_backward
	{
		trigger truck_bwheel2 backward
		trigger truck_fwheel backward
	}

	trigger wheels_stop
	{
		trigger truck_bwheel2 stop
		trigger truck_fwheel stop
	}

	// ========================================
	// ========================================

	trigger add_goldbar
	{
		accum 0 set 2

		//trigger gold_full_0 show
		//trigger gold_trans_0 hide
		//trigger gold_crate secured

		//accum 0 abort_if_less_than 2

		//trigger gold_full_1 show
		//trigger gold_trans_1 hide
		
		wm_announce "Allied team has gained access to the truck!"

		//setstate goldbars_toi invisible
		//setstate goldbars_cm_marker invisible
	}

	trigger truck_escape_msg
	{
		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_truck_stop"

		wm_addteamvoiceannounce 1 "allies_hq_truck_escort"

		wm_teamvoiceannounce 0 "goldrush_axis_truck_stolen"

		wm_teamvoiceannounce 1 "goldrush_allies_truck_stolen"
		// *---------------------------------------------------------------------------------*
		
		//Stealtruck
		wm_objective_status 8 1 1
		wm_objective_status 8 0 2
	}

	// ========================================
	// movement

	trigger move_check
	{
		trigger truck stuck_check
		accum 1 abort_if_bitset 3

		trigger truck dispatch
	}

	trigger move
	{
		trigger truck move_check

		wait 500

		trigger truck move
	}

	// ========================================
	// ========================================


	trigger run_continue
	{
		trigger truck deathcheck
		trigger truck stopcheck
		trigger truck move
	}

	trigger run_1
	{
		trigger truck_engine start
		trigger truck wheels_forward
		
		accum 1 bitset 2
		followspline 0 tspln_1 125 wait length 304 wait roll 0 2 dampin
		accum 1 bitreset 2

		accum 3 set 1

		trigger truck run_continue
	}

	trigger run_2
	{
		trigger self truck_escape_msg
		
		accum 1 bitset 2
		followspline 0 tspln_2 125 wait length 304 wait roll 2 -1 dampout
		accum 1 bitreset 2

		accum 3 set 2
		trigger truck run_continue
	}

	trigger run_3
	{
		accum 1 bitset 2
		followspline 0 tspln_3 125 wait length 304 wait roll 1 -1 dampout
		accum 1 bitreset 2

		accum 3 set 3

		trigger truck run_continue
	}

	trigger run_4
	{
		accum 1 bitset 2
		followspline 0 tspln_4 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 4
		trigger truck run_continue
	}

	trigger run_5
	{
		accum 1 bitset 2
		followspline 0 tspln_5 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 5
		trigger truck run_continue
	}

	trigger run_6
	{
		accum 1 bitset 2
		followspline 0 tspln_6 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 6
		trigger truck run_continue
	}

	trigger run_7
	{
		accum 1 bitset 2
		followspline 0 tspln_7 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 7
		trigger truck run_continue
	}

	trigger run_8
	{
		accum 1 bitset 2
		followspline 0 tspln_8 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 8
		trigger truck run_continue
	}

	trigger run_9
	{
		accum 1 bitset 2
		followspline 0 tspln_9 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 9
		trigger truck run_continue
	}

	trigger run_10
	{
		accum 1 bitset 2
		followspline 0 tspln_10 125 wait length 304 wait roll 0 -2 dampin
		accum 1 bitreset 2

		accum 3 set 10
		trigger truck stuck_check_barrier3_built_msg
		
		trigger truck run_continue
	}

	trigger run_11
	{
		accum 1 bitset 2
		followspline 0 tspln_11 125 wait length 304 wait roll -2 0
		accum 1 bitreset 2

		accum 3 set 11
		trigger truck run_continue
	}

	trigger run_12
	{
		accum 1 bitset 2
		followspline 0 tspln_12 125 wait length 304 wait roll -2 -1 dampin
		accum 1 bitreset 2

		accum 3 set 12
		trigger truck run_continue
	}

	trigger run_13
	{
		// **************************
		trigger defense3 remove
		// **************************
		
		accum 1 bitset 2
		followspline 0 tspln_13 125 wait length 304 wait roll -3 0 dampout
		accum 1 bitreset 2

		accum 3 set 13
				
		trigger truck run_continue
	}

	trigger run_14
	{
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "goldrush_axis_truck_barrier1"

		wm_teamvoiceannounce 1 "goldrush_allies_truck_barrier1"
		// *---------------------------------------------------------------------------------*
		
		accum 1 bitset 2
		followspline 0 tspln_14 125 wait length 304 wait roll -3 +3 dampout
		accum 1 bitreset 2

		accum 3 set 14
		trigger truck run_continue
	}

	trigger run_15
	{
		accum 1 bitset 2
		followspline 0 tspln_15 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 15
				
		trigger truck run_continue
	}

	trigger run_16
	{
		
		accum 1 bitset 2
		followspline 0 tspln_16 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 16
		
		trigger truck run_continue
	}

	trigger run_17
	{
		accum 1 bitset 2
		followspline 0 tspln_17 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 17

		trigger truck run_continue
	}

	trigger run_18
	{
		accum 1 bitset 2
		followspline 0 tspln_18 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 18
		trigger truck run_continue
	}

	trigger run_19
	{
		accum 1 bitset 2
		followspline 0 tspln_19 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 19
		trigger truck run_continue
	}

	trigger run_20
	{
		accum 1 bitset 2
		followspline 0 tspln_20 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 20
		trigger truck run_continue
	}

	trigger run_21
	{
		accum 1 bitset 2
		followspline 0 tspln_21 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 21
		trigger truck run_continue
	}

	trigger run_22
	{
		accum 1 bitset 2
		followspline 0 tspln_22 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 22
		
		trigger self stuck_check_maingate_msg
		
		trigger truck run_continue
	}

	trigger run_23
	{
		accum 1 bitset 2
		followspline 0 tspln_23 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 23
		trigger truck run_continue
	}

	trigger run_24
	{
		accum 1 bitset 2
		followspline 0 tspln_24 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 24

		trigger truck run_continue
	}
	
	trigger run_25
	{
		accum 1 bitset 2
		followspline 0 tspln_25 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 25
		
		// stop here for gate

		trigger truck run_continue
	}
	
	trigger run_26
	{
		accum 1 bitset 2
		followspline 0 tspln_26 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 26
		
		// change allied spawn back to flag (closer)
		setautospawn "Allied flag spawn"	1

		trigger truck run_continue
	}
	
	trigger run_27
	{
		accum 1 bitset 2
		followspline 0 tspln_27 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 27
		
		trigger truck stuck_check_barrier4_built_msg

		trigger truck run_continue
	}
	
	trigger run_28
	{
		accum 1 bitset 2
		followspline 0 tspln_28 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 28
		
		trigger truck run_continue
	}
	
	trigger run_29
	{
		accum 1 bitset 2
		followspline 0 tspln_29 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 29
		
		trigger truck run_continue
	}
	
	trigger run_30
	{
		// **************************
		trigger defense4 remove
		// **************************
		
		accum 1 bitset 2
		followspline 0 tspln_30 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 30
		
		trigger truck run_continue
	}
	
	trigger run_31
	{	
		
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "goldrush_axis_truck_barrier2"

		wm_teamvoiceannounce 1 "goldrush_allies_truck_barrier2"
		// *---------------------------------------------------------------------------------*
		
		accum 1 bitset 2
		followspline 0 tspln_31 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 31

		trigger truck run_continue
	}
	
	trigger run_32
	{		
		accum 1 bitset 2
		followspline 0 tspln_32 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 32

		trigger truck run_continue
	}
	
	trigger run_33
	{		
		accum 1 bitset 2
		followspline 0 tspln_33 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 33

		trigger truck run_continue
	}
	
	trigger run_34
	{
		accum 1 bitset 2
		followspline 0 tspln_34 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 34

		trigger truck run_continue
	}
	
	trigger run_35
	{
		accum 1 bitset 2
		followspline 0 tspln_35 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 35

		trigger truck run_continue
	}
	
	trigger run_36
	{
		accum 1 bitset 2
		followspline 0 tspln_36 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 36

		trigger truck run_continue
	}
	
	trigger run_37
	{
		accum 1 bitset 2
		followspline 0 tspln_37 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 37

		trigger truck run_continue
	}
	
	trigger run_38
	{
		accum 1 bitset 2
		followspline 0 tspln_38 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 38

		trigger truck run_continue
	}
	
	trigger run_39
	{
		accum 1 bitset 2
		followspline 0 tspln_39 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 39

		trigger truck wheels_stop

		trigger game_manager cap_truck
		
	}
	
	trigger run_40
	{
		accum 1 bitset 2
		//followspline 0 tspln_40 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 40
	}
	
	trigger run_41
	{
		accum 1 bitset 2
		//followspline 0 tspln_41 125 wait length 304
		accum 1 bitreset 2

		accum 3 set 41		
	}

	trigger dispatch
	{
		//accum 0 abort_if_not_equal 2
		accum 3 trigger_if_equal 0 	truck run_1
		accum 3 trigger_if_equal 1 	truck run_2
		accum 3 trigger_if_equal 2	truck run_3
		accum 3 trigger_if_equal 3 	truck run_4
		accum 3 trigger_if_equal 4 	truck run_5
		accum 3 trigger_if_equal 5 	truck run_6
		accum 3 trigger_if_equal 6 	truck run_7
		accum 3 trigger_if_equal 7 	truck run_8
		accum 3 trigger_if_equal 8 	truck run_9
		accum 3 trigger_if_equal 9 	truck run_10
		accum 3 trigger_if_equal 10	truck run_11
		accum 3 trigger_if_equal 11	truck run_12
		accum 3 trigger_if_equal 12	truck run_13
		accum 3 trigger_if_equal 13	truck run_14
		accum 3 trigger_if_equal 14	truck run_15
		accum 3 trigger_if_equal 15	truck run_16
		accum 3 trigger_if_equal 16	truck run_17
		accum 3 trigger_if_equal 17	truck run_18
		accum 3 trigger_if_equal 18	truck run_19
		accum 3 trigger_if_equal 19	truck run_20
		accum 3 trigger_if_equal 20	truck run_21
		accum 3 trigger_if_equal 21	truck run_22
		accum 3 trigger_if_equal 22	truck run_23
		accum 3 trigger_if_equal 23	truck run_24
		accum 3 trigger_if_equal 24	truck run_25
		accum 3 trigger_if_equal 25	truck run_26
		accum 3 trigger_if_equal 26	truck run_27
		accum 3 trigger_if_equal 27	truck run_28
		accum 3 trigger_if_equal 28	truck run_29
		accum 3 trigger_if_equal 29	truck run_30
		accum 3 trigger_if_equal 30	truck run_31
		accum 3 trigger_if_equal 31	truck run_32
		accum 3 trigger_if_equal 32	truck run_33
		accum 3 trigger_if_equal 33	truck run_34
		accum 3 trigger_if_equal 34	truck run_35
		accum 3 trigger_if_equal 35	truck run_36
		accum 3 trigger_if_equal 36	truck run_37
		accum 3 trigger_if_equal 37	truck run_38
		accum 3 trigger_if_equal 38	truck run_39
		accum 3 trigger_if_equal 39	truck run_40
		accum 3 trigger_if_equal 40	truck run_41
	}

	// ========================================
	// barrier checking
	// digibob: since we cant return variables, just use bit 3 of accum 1 as a register... mmmm assembly......

	trigger stuck_check
	{
		accum 1 bitreset 3

		trigger truck stuck_check_gold
		trigger truck stuck_check_build
		trigger truck stuck_check_barrier3
		trigger truck stuck_check_barrier4
		trigger truck stuck_check_maingate
		trigger truck stuck_check_scriptlockout
		trigger truck stuck_check_finished
	}

	trigger stuck_check_finished
	{
		accum 3 abort_if_not_equal 40

		accum 1 bitset 3
	}

	trigger stuck_check_scriptlockout
	{
		accum 1 abort_if_not_bitset 4

		accum 1 bitset 3
	}

	trigger stuck_check_gold
	{
		accum 3 abort_if_not_equal 0

		accum 0 abort_if_equal 2

		accum 1 bitset 3
	}

	trigger stuck_check_barrier3
	{
		accum 3 abort_if_not_equal 12

		accum 1 abort_if_not_bitset 0

		accum 1 bitset 3
	}
	
	trigger stuck_check_maingate
	{
		accum 3 abort_if_not_equal 24

		globalaccum 2 abort_if_equal 1

		accum 1 bitset 3
	}
	
	trigger stuck_check_maingate_msg
	{
		globalaccum 2 abort_if_equal 1

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "radar_allies_entrances_destroy"
		// *---------------------------------------------------------------------------------*
	}

	trigger stuck_check_barrier3_built_msg
	{
		accum 1 abort_if_not_bitset 0

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroy"
		// *---------------------------------------------------------------------------------*
	}

	trigger stuck_check_barrier4
	{
		accum 3 abort_if_not_equal 29

		accum 1 abort_if_not_bitset 1

		accum 1 bitset 3
	}

	trigger stuck_check_barrier4_built_msg
	{
		accum 1 abort_if_not_bitset 1

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "goldrush_allies_truckbar_destroy"
		// *---------------------------------------------------------------------------------*
	}

	// ========================================
	// ========================================




	// ========================================
	// stop check

	trigger stopcheck_setup
	{
		accum 1 bitset 6				// stop if we're stuck/no-one's pushing :)

		accum 1 abort_if_bitset 8		// no one in the trigger, abort

		trigger truck stuck_check		// call the stop check function
		accum 1 abort_if_bitset 3		// we're stuck so break out

		accum 1 bitreset 6				// we're free to keep going
	}

	trigger stopcheck
	{
		trigger truck stopcheck_setup
		accum 1 abort_if_not_bitset 6

		trigger truck script_lockout

		// Any just stopped moving stuff goes here
		trigger truck_engine stop
		trigger truck 		wheels_stop
		// <<<<< stop animation goes here

		trigger truck script_lockout_stop
		resetscript
	}

	// script lockouts

	trigger script_lockout
	{
		accum 1 bitset 4
	}

	trigger script_lockout_stop
	{
		accum 1 bitreset 4
	}

	// enable/disable

	trigger truck_enable
	{
		trigger truck stuck_check
		accum 1 abort_if_bitset 3 	// stuck check

		accum 4 set 0				// reset stop counter
		accum 1 bitreset 8			// reset stop check

		accum 1 abort_if_bitset 2 	// already following spline
		accum 1 abort_if_bitset 4 	// script lockout

		accum 1 abort_if_bitset 7 	// death check

		//accum 0 abort_if_not_equal 2
		// Any just started moving stuff goes here
		trigger truck_engine start
		trigger truck wheels_forward
		// <<<<< start animation goes here
		trigger truck move
	}

	trigger truck_disable
	{
		accum 4 inc 1				// up the stop counter
		accum 4 abort_if_less_than 2

		accum 1 bitset 8			// set stop check

		trigger truck deathcheck
	}

	// death / rebirth

	rebirth
	{
		accum 1 bitreset 7 // we're alive again
		accum 1 bitreset 9 // we're visibly alive

		changemodel models/mapobjects/blitz_sd/blitzbody.md3

		setstate truck_smoke invisible

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_truck_repaired_allies"

		wm_teamvoiceannounce 1 "allies_hq_truck_repaired"
		// *---------------------------------------------------------------------------------*

		trigger truck move
	}

	death
	{
		accum 1 bitset 7
	}

	trigger deathcheck
	{
		accum 1 abort_if_not_bitset 7	// are we dead?
		accum 1 abort_if_bitset 9		// are we not already visibly dead?
		accum 1 abort_if_bitset 2		// are we not following a spline?
		accum 1 abort_if_bitset 4		// are we not in a script lockout?

		accum 1 bitset 9				// we're now visibly dead

		wm_announce "The Truck has been damaged!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_truck_damaged"

		wm_teamvoiceannounce 1 "allies_hq_truck_damaged_axis"
		// *---------------------------------------------------------------------------------*

		setstate truck_smoke default
		kill truck_construct

		trigger truck_engine sound_death
		//trigger truck tracks_stop		// truck with tracks? i don't think so
		trigger truck wheels_stop
		// <<<< stop anim goes here

		changemodel models/mapobjects/blitz_sd/blitzbody_damaged.md3

		resetscript
	}

	// barriers

	trigger enable_stage1
	{
		accum 1 bitreset 0
	}

	trigger disable_stage1
	{
		accum 1 bitset 0
	}

	trigger enable_stage2
	{
		accum 1 bitreset 1
	}

	trigger disable_stage2
	{
		accum 1 bitset 1
	}

	// ========================================
	// ========================================
}

truck_bwheel2
{
	spawn
	{
		wait 500

		attachtotag truck tag_wback
	}

	trigger forward
	{
		setrotation 130 0 0
	}

	trigger backward
	{
		setrotation -130 0 0
	}

	trigger stop
	{
		stoprotation
	}
}

truck_fwheel
{
	spawn
	{
		wait 500

		attachtotag truck tag_wfront
	}

	trigger forward
	{
		setrotation 130 0 0
	}

	trigger backward
	{
		setrotation -130 0 0
	}

	trigger stop
	{
		stoprotation
	}
}

truck_trigger
{
	spawn
	{
		wait 500

		attachtotag truck tag_wback
	}
}

truck_disabler
{
	trigger run
	{
		trigger truck truck_disable
	}
}

truck_enabler
{
	trigger run
	{
		trigger truck truck_enable
	}
}

gold_full_1
{
	spawn
	{
		wait 500
		attachtotag truck tag_obj2
		faceangles 0 90 0 50
		//faceangles 0 90 0 50

		setstate gold_full_1 default
	}
}

gold_full_0
{
	spawn
	{
		wait 500
		attachtotag truck tag_obj1
		faceangles 0 90 0 50

		setstate gold_full_1 default
	}
}

Could someone show me where i made the mistake? :confused:

Thank you very much for your help.
iddqd


(nUllSkillZ) #2

As far as i remember there’s an option that has to be set in GTK in the entitiy window.
My guess is that it can’t be done with script only.


(iddqd) #3

Igloo manage to do this and im too stupid to know how :frowning:


(Paul) #4

A side question: why make it destructible? It’s already hard enough to capture that vehicle!


(iddqd) #5

Not on my server :smiley: I have public server and they, players finish this map very quickly. We like this map very much and we would like to lengthen her by escorting destructible truck.


(shagileo) #6

Hmm perhaps you can use a similar way of working using 2Bits’ tutorial of the tank. It has an escorting tank that is damageable. Shouldn’t be all too hard, only changing models


(hellreturn) #7

I dunno if this will help or not but marrakech version have destructible truck and marrakech night version has non destructible truck.

I would like non destructible truck for snatch3. I will look into it when I get time to help u out since i am also looking for same thing.

I actually even tried to make truck destructible with only dyno but it doesn’t happen for some reason.


(shagileo) #8

Marrakech doesn’t use a destructible truck afaik :o
The truck is only a drop off zone for the objective


(system) #9

[QUOTE=shagileo;195321]Marrakech doesn’t use a destructible truck afaik :o
The truck is only a drop off zone for the objective[/QUOTE]

Well, the normal version has a destructable tank, not the night-version (Hellreturn is right here…)
(i remember having a hard time putting the tank thru to all the massiv airstrikes of the axis :S - repair - get killed - respawn - repair - get killed - respawn - get killed - go spect - disconnect :stuck_out_tongue: )


(shagileo) #10

But he’s talking about a truck:

I dunno if this will help or not but marrakech version have destructible truck and marrakech night version has non destructible truck.

But I know what he means ^^ (and you)


(system) #11

My bad, i thought it was about a Tank and did not read very well.

Oops.


(hellreturn) #12

hehe same as dutchman says :stuck_out_tongue: 3 AM in the morning and I was half asleep. I should have been more clear it’s tank and not truck :slight_smile:

But isn’t script will be kind of same? or it will be different?


(shagileo) #13

I still believe using 2bits example tank will be easier to work with, imo. Just change the tank models and edit a bit in the script file and all will be juuuust fine :cool:


(DerSaidin) #14

Hey,
I do remember having trouble with that truck.
It was a combination of spawnflags on a few truck entities and the script.

I think at one point the truck wasn’t being disabled at the start.

I dont remember the spawnflags or points in the script though, sorry.


(lobo) #15

Hi, I have question for Der’saidin regarding bremen_final map: http://www.wolfmap.de/details.php?file_id=3434

When I save the map to ā€œetmainā€ and try to launch W:ET, I get the error message (see attached jpg) which refers to line 1070 in the script…so I manually removed the following lines from the script and it works now but I’m not sure if this affects the gameplay any. I’m not a mapper/scripter…I just want to be able to play this newer version and thought I’d let you know about the error.

set
{
//Dersaidin 2007-08-24
spawnflags 8 //was 10
// changed from "invulnerable & allied constructable" to just "allied constructable"
// apparently this makes the truck display a truck icon while the truck is alive
// it seems that the the "truck" script_mover entity not having the flag "explosivedamageonly" (4) means that the truck is still invulnerable.
}


Thanks