constructible_class 1


(Massive) #1

Hi

I have a costructable which I want ot be constructible_class 1. however this doesn’t seem to work at all. I get the appropriate icon in the game, but nothing damages the construct. Any ideas anyone?

Massive


(flower.Hercules) #2

constructible_class 1 means that you can destroy the construction with any weapon, 2 means satchel and dynamite, 3 means dynamite only. I don’t quite understand your question, so I will leave it at that - perhaps it answered it.


(mortis) #3

Did you assign it health?


(König) #4

If it has not a Health key, it uses the default value of 0, it can’t be damageable…


(Massive) #5

I assigned a health key - which works thanks - though this is not referenced in manuals etc.

Cheers

Massive


(EB) #6

Want to fry your brain quickly ? …if you are new to mapping…I suggest reviewing this link at a leisure pace. :wink:
http://simland.planetquake.gamespy.com/ldr1_1/


(]UBC[ McNite) #7

Hm i messed around with constructible_class 1 a lot, and the health thing doesnt work iirc. Its always one shot and then its done for, because the health thing is borked.


(Massive) #8

Also the destroy event is not being triggered - this means I can’t remove my hurt trigger omy barbwire OR re-set the contruction materials - any ideas / work around guys?


(]UBC[ McNite) #9

check out these threads:

more info on constructible_class 1:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7728&highlight=constructibleclass

about how to make a trigger_hurt disappear:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=3380&highlight=constructibleclass


(Massive) #10

Wow thanks

So, please correct if I’m wrong, in my case where I awant a class 1 construct all I need to do is put an TOI (for the allies) around it and the death trigger should happen?

Thanks

MAssive


(Massive) #11

Well I got that wrong, on closer reading of your likns I’ve managed to get the construcables working with class 1 with the death event etc. Of course just 1 explosion knocks it out.

What did you do to solve this problem in the end (the threads don’t conclude like this from what I can see) did you use script movers. I can see most of how to do this with script movers, what I don’t know though is how you trigger the constructable brush destroy event from the script mover death routine - I need to call one of the internal routines of the construcable entity, do you know what its called, is this published anywhere / is it possible?

Thanks

Masive