Can't build from objective_materials D:


(veaudaux) #1

So I followed along with the Surface tutorial for creating a constructible/destructible objective. It works in so much as the wall is there (and the materials aren’t), it’s destructible, and after the wall’s death{}, the materials appear.

However, the engineer can’t build from the materials (the wirecutter icon doesn’t appear) - the only way to get the wirecutter icon and rebuild is to enter the wall’s TOI.

The wall_materials’ keys are:
scriptname wall_materials
targetname wall_materials
target wall_toi

and as far as classname, I’ve tried func_brushmodel (using this, the materials never appeared after destroying the wall), script_mover (as suggested on the Surface forums), and right now it’s just func_static.

Odd behavior, and I’m sure it’s just some noob mistake - any idea what I’m doing wrong?


(|WF|Doofy) #2

http://www.pythononline.co.uk/et/tutorial.htm
in this tutorial you’ll find the constructible/destructible - prefabs, all works there, so u can see wat is wrong with yours, or just use them :smiley:


(isbowhten) #3

well… my english is bad. so could you explin again? and tell which entities you used? (all entities!)


(veaudaux) #4

[QUOTE=|WF|Doofy;176896]http://www.pythononline.co.uk/et/tutorial.htm
in this tutorial you’ll find the constructible/destructible - prefabs, all works there, so u can see wat is wrong with yours, or just use them :D[/QUOTE]

Hey - just wanted to say thanks - that got it sorted :smiley:


(|WF|Doofy) #5

np :smiley:
happy to be helpfull D


(pazur) #6

The 2bit tutorial worked for me: http://www.pythononline.co.uk/et/tutorial.htm


(shagileo) #7

Well I did the searching part , but I still don’t quite get it.

I got a little problem with my constructible gate.
So it starts as start_built => the gate is there and needs to be destroyed by allies ( that part is ok) => when the gate is destroyed by satchel/dynie there has to be the destroyed gate on the ground (not ok) AND the destroyed part also needs to be the constructible part.

To make it easier , I enjoyed myself with paint.
Do take a look at the screenshots to learn more :stuck_out_tongue: .

The red gate = destroyed gate
green = made.
It’s in a trigger_obj_info

Now, when I play the game and destroy the gate, the materials don’t appear and my constructing zone will be the toi .

More screenshots. (red is destroyed gate, green = constructed gate)

  • an extract from the script.

To make things clear:

Entity menu from TOI:

Entity menu from materials (made a color mistake)

Entity menu from gate (built) (made a color mistake):

aaaaaaaahhhnd the script for the gate itself:

//West Gate script *00001*
fence
{
	spawn
	{
	wait 200
	constructible_class 2
	constructible_constructxpbonus 7
	constructible_destructxpbonus 5
	setstate fence_materials invisible
	}

	built final
	{
	setstate fence default
	setstate fence_materials invisible
	}

	decayed final
	{
	setstate fence invisible
	setstate fence_materials default
	}

	death
	{
	setstate fence_materials default
	wm_announce "The West Gate has been destroyed!"
	}
}


(isbowhten) #8

at first…
the cosntruction zone is always the TOI, and if your constructible is destroyed dependes on “of the dynamite’S radius of 400 or whatever it was” is big enough and does not get blocked.

so… put your TOI around the constructible markers…
maybe func_brushmodel does not work in that way you want to … dunno
as far as i know they are only used for multiple stage constructions, i always take misc_gamemodels for the markers(from where shall the func_brushmodel know how to look like?)

summary: put TOI around the destroyed gate and replace the brushmodel with func_Static.
that should work


(shagileo) #9

ok thanks Isbowhten , I’m going to test that asap.
So it has to do with the brushmodel ey… I thought there was something wrong with the script (although it seemed pretty ok by me)

:stroggtapir:

EDIT: ok I replaced the func_brushmodel into func_static and it works perfectly. Thanks again!