I have a total of 5 constructable gates/barriers. I created the first one, wrote the script, based on the relevant link in the sticky thread - no go.
- Doublechecked my keys and origin brushes and they look fine.
- Did some more searching and found that I needed a script_multiplayer to initiate the game manager.
After that, the first constructable worked. I copied the relevent entities/models/brushes to the other locations and edited all of the proper keys and now, I can construct them, I can blow up the finished constructs, but the game never recognizes that I finished building them, e.g., no XP, no announcement, crates don’t disappear.
- Ungrouped all the entities at one gate and re-entered all the keys - no go
- Then, someone told me that replicating origin brushes was a bad thing, so I removed those and created new ones, linked to the right script_mover, TOI and func_constructable - still no go
Here is the script I am using. They are all clones of the first one, which works fine. This is driving me nuts:
//
// Map: Zeppelin Raid
// BSP: zeppelin
game_manager
{
spawn
{
}
}
// Constructables ------------------------------------------------------------------------------------------------
//Ammunition Supply Point Gate
aspgate_script
{
spawn
{
wait 200
constructible_class 2
trigger self startup
}
buildstart final
{
}
built final
{
setstate aspgate default
setstate aspgate_materials invisible
wm_announce "Allied team has built the ASP Gate!"
}
decayed final
{
trigger self startup
}
death
{
trigger self startup
wm_announce "Axis team has destroyed the ASP Gate!"
}
trigger startup
{
setstate aspgate invisible
setstate aspgate_materials default
}
}
\\Ammunition Supply Point Fence Breach
aspbreach_script
{
spawn
{
wait 200
constructible_class 2
trigger self startup
}
buildstart final
{
}
built final
{
setstate aspbreach default
setstate aspbreach_materials invisible
wm_announce "Allied team has repaired the ASP Fence Breach!"
}
decayed final
{
trigger self startup
}
death
{
trigger self startup
wm_announce "Axis team has breached the ASP Fence!"
}
trigger startup
{
setstate aspbreach invisible
setstate aspbreach_materials default
}
}
\\Motor Pool Gate ------------------------------------------------
mpgate_script
{
spawn
{
wait 200
constructible_class 2
trigger self startup
}
buildstart final
{
}
built final
{
setstate mpgate default
setstate mpgate_materials invisible
wm_announce "Allied team has built the Motor Pool Gate!"
}
decayed final
{
trigger self startup
}
death
{
trigger self startup
wm_announce "Axis team has destroyed the Motor Pool Gate!"
}
trigger startup
{
setstate mpgate invisible
setstate mpgate_materials default
}
}
//Fuel Dump Gate
fdgate_script
{
spawn
{
wait 200
constructible_class 2
trigger self startup
}
buildstart final
{
}
built final
{
setstate fdgate default
setstate fdgate_materials invisible
wm_announce "Axis team has built the Fuel Dump Gate!"
}
decayed final
{
trigger self startup
}
death
{
trigger self startup
wm_announce "Allied team has destroyed the Fuel Dump Gate!"
}
trigger startup
{
setstate fdgate invisible
setstate fdgate_materials default
}
}
\\Fuel Dump Fence Breach
fdbreach_script
{
spawn
{
wait 200
constructible_class 2
trigger self startup
}
buildstart final
{
}
built final
{
setstate fdbreach default
setstate fdbreach_materials invisible
wm_announce "Axis team has repaired the Fuel Dump Fence Breach!"
}
decayed final
{
trigger self startup
}
death
{
trigger self startup
wm_announce "Allied team has breached the Fuel Dump Fence!"
}
trigger startup
{
setstate fdbreach invisible
setstate fdbreach_materials default
}
}
//Destructable objectives
//Fuel Dump
fueldump_script
{
spawn // this is called when the game starts and the entity is spawned
{
wait 200
constructible_class 3 // this indicated that the oasis_wall entity is a dynamitable-only entity...
}
death // this is called when the entity is destroyed...
{
wm_announce "Allies have destroyed the Fuel Dump Control Room"
setstate fueldump invisible
}
}
}
