Can someone explain objflags, please?


(chavo_one) #1

OK, I’ve spent the last hour going through the official map bsps looking at how the objflags are used, and I can find absolutely no pattern. The reference guide only says they are for “pulsating icons on the command map”. All of the tutorials people have put together just rip off values from the official maps without any explanation. So does anyone really know what they are for and how to set them correctly. I can only assume that this is why Drakir’s command map had so many orange squares. He didn’t set any objflags for his TOIs except the command post.

Here’s the list of objflag values from the official maps. Can anyone else crack the code?

GR=Goldrush FD=fuel dump BT=Battery OS=Oasis RD=Radar RG=Railgun

objflags 1: FD Bridge                   objflags 2: OS Gun 2
            BT Gun Controls                         RD Circuit 1
            OS Gun 1                                RD Circuit 2
            RD Main Door                            GR Tank Barrier 1
            RD Side Door                            GR Tank Barrier 2

objflags 4: GR Bank Door                objflags 7: GR Tank
            BT Assault Ramp                         RG Tug 1
            BT Spawn Flag
            OS Spawn Flag
            OS Old City Wall
            RD Spawn Flag

objflags 8: GR Gold                     objflags 16: GR Truck
            FD Tunnel Doors                          GR Truck Barrier 1
            FD Fuel Dump                             GR Truck Barrier 2
            FD Depot Gate                            OS Water Pump 1
            FD Depot Wall                            RG Firing Controls
            BT Generator
            RG Tug 2

objflags 22: FD Tank                    objflags 24: RD neutral CP

objflags 32: FD Axis CP                 objflags 48: GR neutral CP LMS
             OS Water Pump 2                         BT neutral CP LMS
                                                     BT neutral CP

objflags 64: FD Allied CP               objflags 96: GR neutral CP
             OS Allied CP

objflags 128: OS Axis CP                objflags 192: RG neutral CP
              OS Axis CP LMS


(swaggers) #2

objflags are the pulsating icons that come up when you can do something.

objflags 4 = dynamite
16 = pliers

Those are the two I know for sure.

There also hands to show when you can use something and satchel to show that a satchel charge can take something down and a smash one when you can shoot or knife something.

So if you were make a dynamitable objective you would flag the func_explosive with a ojbflags 4 so that the dynamite symbol would come up when some came near it.


(chavo_one) #3

Did you even read my post, or did you just see the subject and automatically regurgitate what you think you know?! I already know what the reference guide says about pulsing icons. :disgust:

And if objflags 4 is for dynomite objectives, then why does the Battery Assault Ramp have objflags set to 4? It never has the dynomite symbol…only the satchel symbol.

If you’ll take time to actually read the work I did on this matter you’ll see the results aren’t so clear cut.


(sock) #4

Nope this is not the case. “objflags” key was designed to refer to the map objective numbers, like a “objflags” value of say 20 would refer to objective 3 and 5 and would pulsate on the command map when objective 3 or 5 are selected in the box at the bottom of the screen. I suspect it is not 100% perfect on all the ET maps because it went through so many different changes during development.

Nope that is another problem with Drakirs map not the “objflags” key.

Sock
:moo: ing


(DeAtHmAsTeR) #5

lol, loving it how you said “another” :slight_smile:


(Danyboy) #6

Erm just found this post cause im wondering

and objflags for 4 will always bring up dyno symbol - ok

is there a listing for each of these alpha prompts

Sock care to give us a run down :slight_smile:


(Shallow) #7

If you read the whole thread you will see that the objflags have nothing to do with which icon is displayed :slight_smile:


([RW]CriPpLe) #8

Does any body could explain what is Objflags !!!
Any person from Splash damage ?? :smiley:


(G0-Gerbil) #9

Just noticed this thread is in the ‘help’ thread, but it’s not answered properly.
objflags DO NOT WORK. So don’t lose any sleep over them :slight_smile:


(Genesis) #10

What i know is that those icons come bcuz u named them in ur script!
example: U have a radar tower that needs 2 b blown up, make it func explosive + give it scriptname radar and then do the trigger stuff…
Now go 2 ur script and do what u r supposed 2 do with dynamitable objectives… The dyna-icon appears bcuz off the line constructible_class 3

What i thought objflags r for was to make a order in the objectives, objflags 1 = the first objective in ur script… dunno that 1 for sure after reading this thread :S


(G0-Gerbil) #11

Objflags DO NOT WORK. You are obviously confusing them with something else.


(Malverik) #12

Here is my hypothesis (i need this confirmed):

  1. objflags are not mandatory, I can have objective triggers that do not have the objflags specified

  2. i can give any value to an objflags, as long as it is unique to the objective i am giving it to. For example, i can decide that all the destructibles objectives in my maps will have an objflag of let say between 10 and 19. I could also say that in all my maps a neutral command post would have a objflag of 20, an allied cp of 21, and an axis cp of 22 so that it would simplify further modification.

is that correct?


(G0-Gerbil) #13

Objflags DO NOT WORK.
Which part of the post above yours did you not understand? :slight_smile:


(Malverik) #14

i dont understand why you should have any credibility

if you would have put stuff like “it was a feature that was used for rtcw only” then you would have fooled me


(G0-Gerbil) #15

Then I suggest you read the whole thread and do searches on the same thing to find more stuff on it.
It was an ET only feature that was broken.
If you want answers to your questions, you’d do better than to ignore the information already in these forums.

And if if you don’t trust me, who will you trust? This forum isn’t your personal direct line to the SD crew you know.

And while I’m pointing out how crap you are, a whopping nine posts or so above yours is the following:

it is not 100% perfect on all the ET maps because it went through so many different changes during development.
And that’s a quote from Sock.

Sheesh.


(chavo_one) #16

it is BROKEN. If you don’t believe either Gerbil or myself, learn C and look at the ET code yourself. The game loads the objflags from the bsp file, but then does absolutely NOTHING with them.


(=DaRk=CrAzY-NuTTeR) #17

then why do objective flags 4 give dyno, althogh something i get axis built command post

im gona go with what sock said


(chavo_one) #18

What is wrong with you people?! Can you not read this thread!? Objective flags 4 DOES NOT GIVE YOU DYNO!!!
A combination of spawnflags and constructible_class determines what icon you get.

R…E…A…D…T…H…E…S…O…U…R…C…E…C…O…D…E…P…L…E…A…S…E

btw, you contradicted yourself :disgust:

then why do objective flags 4 give dyno, althogh something i get axis built command post


(G0-Gerbil) #19

Chavo, fancy a ‘banging your head against a brick wall’ competition? :slight_smile:


(badong) #20

wow, you actually understood that? I’m still waiting for google to translate it in english for me.