constructbile_class 1


(isbowhten) #1

something can be built by both teams:

i have a toi and a func constructible connected for both teams… they are on exactly the same positions…
so there wouldn’t be any difference except of the texture i gave the constructbiles…
i checked the spawnflags… only axis can construct !!!
i seems if the axis toi suppresses the allied toi :frowning:
and with constzructible_class 1 command the health should be set to 450…
after having thrown 1 grenade scriptdebug says pain: -237 0
grenades’ highest damage is 250!!! => the object should stil exist.

what did i wrong?


(Wezelkrozum) #2

I think you built 2 constructibles. Did you made 2 tois and connected them to a func_constructible?


(isbowhten) #3

2 tois and 2 func constructibles :wink:
it seems if axis toi suppresses the allied toi…
the two tois have been made out of brushes with same position, heigtht etc… completely the same brushes but different entities off course…
I tried to put the tois next to each other… now both tois work but axis and allies have to build it from different sides … but both teams should be capable of constructing form all sides :frowning:


(isbowhten) #4

what i initially wanted to have is something (i didnt think of a special form of it)
which can be built by shooting it … i do not think that this is possible!
=> simply an engineer shall build it but it shoud be destroyable by all weapons, also knife.
i would need a script_mover for this because the constructbile classes set grenades as a minimum of strength.
=> i want a from both teams buildable construction which can be destroyed by every weapon of the other team.
The actual problem is that the different Tois do not work…
the axis toi blocks the allies toi if they are on the same position ( height may be different).

so If axis toi is “4” long and allied toi is “5” long then axis toi is an “4” long area and allied toi a 5-4=“1” long area !


(Wezelkrozum) #5

Do you mean something like the 4 towers in my map Castlecapture?

I made a tower which I made func_constructible.
And I made 2 tois. 1 toi has ticked the box axis constructible and the other has ticked the box allied constructible. But I didn’t ticked the boxes allies or axis at the func_constructible.

Connection the 2 tois to the func_contructible will result in a func_constructible which is constructible by both teams. If the axis construct it the allies will be able to destroy it. If they destroyed it they will be able to construct it. And the axis will then be able to destroy the tower.

Edit: I now understand you :stuck_out_tongue: It os possible I think.
Let’s see or i understand you:
A constructible will be buildable by both teams by destroying something else. So if a allied player shoots on a brush and it explode there will be an other brush visible. This brush is only destroyable by the axis.
And this is also if axis shot the brush first.


(isbowhten) #6

i do not know those towers…
i want to make just something destroyable by all kind of weapons and constructible by both teams.
did you use 1 or 2 func constructbiles?
(to be able to destroy the constructbile with all guns i set the state of script_mover entities to default/invisible)
i cant work it out :slight_smile:
atm i cant build sometzhing after it had been destroyed once but in the script (mover and constructible have the same script!) the death event of the mover (which has 100 hp instead of 1000 i set !!! constructbile_class of cosntructbile = 3) sets the state of the constructible invisible=> i should be able to rebuilt it but i cant!


(-SSF-Sage) #7

Why wouldn’t you just do dummy constructible + toi for it and then have a script_mover being the “descrubtible” and script the rest?


(isbowhten) #8

i DO it but cant make it work
look at my last post

"
to be able to destroy the constructbile with all guns i set the state of script_mover entities to default/invisible)
i cant work it out
atm i cant build sometzhing after it had been destroyed once but in the script (mover and constructible have the same script!) the death event of the mover (which has 100 hp instead of 1000 i set !!! constructbile_class of cosntructbile = 3) sets the state of the constructible invisible=> i should be able to rebuilt it but i cant!
"


(Wezelkrozum) #9

I did the thing you asked and I’m making an example for you now.

hmmm… I found a problem. When I make the script_mover for one team it ignore that. So both teams can destroy the script_mover. But, when I check the box “explosivedamageonly” it can be damaged by one team.

The best thing i can make is a constructible thing that is constructible by both teams and destroyable by the other team which didn’t constructed the thing and that team can destroy the thing by explosives


(isbowhten) #10

first of all: thank you
if you don’T get it worked that it is damageable by all guns then it would be enough if the cionstructible _class is set to 2 … so yiou need covert ops to be able to win ANd engineers off course… this is perhaps a little more tactical-game


(isbowhten) #11

YeaH! i invented an idea how to get it work…

you have this constructible buildable by both teams…
and around are initially script_mover entities which shall execute the pain event…
the pain event activates a trigger_hurt (inside a clipbrush so that players dont get hurt)
in the notes is explained that entities are hrut, too.
then even another func_constructible is set to default which is used for repairing the constructbile.
it activates a trigger_heal entitiy. now there should be only a icon which displays the health like the trucks and tanks have!
is this possible??
(after every pain event the healt is restored, but if you shoot at it with rockets for example, i is destroyed => death event trigger TWO trigger_hurt entities)


(Wezelkrozum) #12

It’s possible to make a func_constructible blowable by an satchel and dynamites and constructible by both teams


(isbowhten) #13

yes i still want to find a way that it even can be destroyed e.g. by ´knifes
:slight_smile:


(Wezelkrozum) #14

A script_mover can be destroyed by knifes. But I don’t know why it is only destroyable for one team if you hit a constructible_class number or explosivedamageonly checkt


(isbowhten) #15

yeah there seem to be bugs!
e.g. if you set the state of a not-solid-checked script_mover underconstruction then it turns to a solid brush.
i post my testmap here… perhaps it is useful to see what i’m trying atm. (it doesnt work off course xD)
http://rapidshare.com/files/108734522/testmap.rar.html