constructable problems, they just dont stop


(diaper eater) #1

ok, so i had one constructable taht was working fine, boxes dissappeard once itwas built and all, now i made another one, this time to save time i just copied everything over except the constructable, and changed all the targetnames, scriptnames, etc, then i copied over the script also, and now they both construct, yet the boxes wont go away, and in my script, the script mover name for the clip brushes was alliedbox, and i cant seem to find that scriptname anywhere in my entities, im quite puzzled, ill send my map and script to anyone willing to help

also, how do you get an mg42 to be part of a constructable

and yes i searched the boards, i found that long post by sock explaining it all, and i went by his exactly, and it wouldnt work, the mg42 was still in midair, the boxes didnt go away after construction, and when the constructable was built, the mg42 would stay in thet white/clear construction state


(Thej) #2

I’m willing to give u a help, just post the script here in the first place, so we can have a look at it


(Deathstick) #3

I’ll help too. Thej is right. u should post your script right here. I got 2
constructible mgnests on my beach map and might know how to help u
:moo: :moo: :moo:


(hummer) #4

For a constructible mg42, give it a tagretname like other entitites and use setstates default and invisibile to turn it off and on.


(Doc_A) #5

I had this problem before… in my case I had forgotten to set the construction materials to invisible in my built final area… Not sure if you have the same case.

Here are the lines I forgot and figured it out after examining goldrush:

setstate footbridge1_materials invisible
setstate footbridge1_materials_clip invisible
setstate footbridge1_flag invisible

These lines hide my boxes, the clips, and the flag.

Doc


(Thej) #6

read this bit, snip from the ET manual:
The track key functions like a group name. All entities with the same track key as the func_constructible will be constructed at the same time. This is important if you want players to be warned to leave construction areas during the transparent stage of construction. If you set entities via the script to the transparent construction state then players will not get the warning message for construction.


(diaper eater) #7

heres the script

alliedbox
{
spawn
{
wait 50
}
death
{
}
}

alliedtower_materials_clip
{
spawn
{
wait 50
}
death
{
}
}

riverrampscript
{
spawn
{
wait 200
trigger riverrampscript setup

	constructible_class 2
}

trigger setup
{
	setstate riverrampscript invisible

	setstate riverrampscript_materials default
	setstate riverrampscript_materials_clip default
	setstate riverrampscript_flag default
}

buildstart final
{
	setstate riverrampscript underconstruction

	setstate riverrampscript_materials default
	setstate riverrampscript_materials_clip default
	setstate riverrampscript_flag default
}

built final
{
	setstate riverrampscript default

	setstate riverrampscript_materials invisible
	setstate riverrampscript_materials_clip invisible
	setstate riverrampscript_flag invisible


	// Some kind of UI pop-up to alert players
	wm_announce	"The ^6RIV^MER ^6R^MAMP ^7has been constructed."

	wm_objective_status 2 0 2
	wm_objective_status 2 1 1
}

}

alliedtower
{
spawn
{
wait 200
trigger alliedtower setup

	constructible_class 2
}

trigger setup
{
	setstate alliedtower invisible

	setstate alliedtower_materials default
	setstate alliedtower_materials_clip default
	setstate alliedtower_flag default
}

buildstart final
{
	setstate alliedtower underconstruction

	setstate alliedtower_materials default
	setstate alliedtower_materials_clip default
	setstate alliedtower_flag default
}

built final
{
	setstate alliedtower default

	setstate alliedtower_materials invisible
	setstate alliedtower_materials_clip invisible
	setstate alliedtower_flag invisible


	// Some kind of UI pop-up to alert players
	wm_announce	"The ^6ALL^MIED ^6TO^MWER ^7has been constructed."

	wm_objective_status 2 0 2
	wm_objective_status 2 1 1
}

}


(Thej) #8

looks ok, the script, although i dunno if its possible to have two objective statusses the same, lemme explain:

// Some kind of UI pop-up to alert players
wm_announce “The ^6RIV^MER ^6R^MAMP ^7has been constructed.”

wm_objective_status 2 0 2
wm_objective_status 2 1 1
wm_announce “The ^6ALL^MIED ^6TO^MWER ^7has been constructed.”

wm_objective_status 2 0 2
wm_objective_status 2 1 1

but i think ur entities are somehow messed up, so we either have to see the map, or copy and paste everything from the entities to here