Constructible computer from brushes


(Thej) #1

Hello.

Im trying to make a constructible computer made from brushes.

Lemme explain the idea i have.

I have a closed computer made from brushes.
and i want to turn it into an open computer made from brushes, like the command posts.

But im having a hard time to get it to work :huh:

maybe someone can point me into the right direction.

Thx in advance.


(metalheadFX) #2

:bump: I do not think there where computers like that in the games time frame, but you can try to make one… good luck :banana:


(Thej) #3

Thanks for that really helpfull reply!
Next time u have a problem i will return the favour.


(sock) #4

Good to see you are not stressed out by this! :wink:

  • Create your closed computer out of brushwork and turn it into a “script_mover” entity.
  • Create a clip brush around the closed computer and turn that into a “func_constructible” entity.
  • Put a “trigger_objective_info” entity around the whole construction and link it to the “func_constructible” entity.
  • Create your open computer out of brushwork and turn that into a “script_mover” entity.
  • Setup up a single stage construction and switch the state of the closed computer to the open computer.

Sock
:moo:


(Thej) #5

hehehehe, i dont get stressed out by such a childish remark Sock :bump:
If i would, i would have stopped working on the map long time ago :wink:

Thx for the great help! as always :smiley:


(Danyboy) #6

well there is some truth to his unconstructive post - coimputers during WW2 were as advanced as basic radar posts - maybe the first computer being Alan Turing’s “bomb” which weighed 12 tons

But u might not be making a WW2 map - so i’ll shut up now :slight_smile:


(Thej) #7

True, but i really meant some sort of control unit, like the one u see in battery, when u neter the bunker after u constucted the ramp, so i wasnt talking about some lap-top computer :smiley:


(Thej) #8

Ok i got the computer to work, but now i cant blow it up :banghead:

here is the script:
computer_script
{
spawn
{
wait 50
constructible_class 2
trigger self setup
}

trigger setup
{
	setstate computer_built_model invisible
        setstate computer_closed default 
}

buildstart final
{
	setstate computer_built_model underconstruction
        setstate computer_closed default 

}

built final
{
	setstate computer_built_model default
        setstate computer_closed invisible

	wm_announce "The Allies have started the Control Unit!"
}

decayed final
{
	setstate computer_built_model invisible
        setstate computer_closed default  

}

death
{
	setstate computer_built_model invisible
	setstate computer_closed default 

	wm_announce "The Axis have shut down the Control unit!"
}

}

here are my entities

“classname” “script_mover”
“spawnflags” “2”(solid)
“scriptname” “computer_closed_model”
“targetname” “computer_closed_model”

“origin” “-1118 -1179 465”
“targetname” “computer_target”
“scriptname” “computer_script”
“spawnflags” “8”(allied constructible)
“classname” “func_constructible”

“origin” “-1071 -1179 465”
“shortname” “Control Unit”
“track” “the Control Unit”
“target” “computer_target”
“classname” “trigger_objective_info”
“customimage” “gfx/limbo/cm_control_unit”
“spawnflags” “2”(allied objective)

“scriptname” “computer_closed”
“targetname” “computer_closed”
“spawnflags” “2”(solid)
“classname” “script_mover”

Hope someone knows the answer :smiley:


(Thej) #9

Is there no one that knows the sollution?? :frowning:


(sock) #10

If a “trigger_objective_info” entity targets a “func_constructible” entity then the “func_constructible” entity dictates who can build it or destroy it.

Another variant of your script.

computer_script
{
	spawn
	{
		wait 50
		constructible_class 2
		trigger self setup
	}

	trigger setup
	{
		setstate computer_built_model invisible
		setstate computer_closed default 
	}

	buildstart final
	{
		setstate computer_built_model underconstruction
		setstate computer_closed default 

	}

	built final
	{
		setstate computer_built_model default
		setstate computer_closed invisible

		wm_announce "The Allies have started the Control Unit!"
	}

	decayed final
	{
		trigger self setup
	}

	death
	{
		trigger self setup
		wm_announce "The Axis have shut down the Control unit!"
	}
}

Sock
:moo:


(Thej) #11

Lo.

well for some reason it still ain working properly, cause i still cant blow it up :frowning:


(sock) #12

Its your entities which are at fault, the script is fine. Start with a very simple construction, 1 TOI and 1 FC linked together first. (square blocks would do for a test map) Always build your constructions gradually until you are familiar with the system.

Sock
:moo:


(Thej) #13

hmm i better remake the control unit from scratch then.
Maybe i messed up somewhere.


(Thej) #14

ok i used your script and the entities u said i should use, but still no luck sock, could u at least give me a hint which entity is wong(see the above entities) :smiley:
I already made a constructable MG using ur post about it, but this seems totaly different :expressionless:


(Thej) #15

:bump:
Im innocent!!!
really!!!
Salteh told me to do it :smiley:
:banana:


(sock) #16

Give me a link to the map and script file in a nice furry zip file and I will try and find some time to check it out.

Sock
:moo:


(Thej) #17

/Me huggles Sock! and gives him a big box of cookies!

I cant uplaod atm, so have to do that tonite :disgust:


(Thej) #18

Sock, i left u a private message with the link to the testmap.


(sock) #19

I compiled your map and tested the construction. It worked for allied but, the axis can only dynamite on the right hand side of the construction. So I made sure all the brushes for the construction snapped to the grid (CTRL+G) and it worked more better, still not perfect thou.

Sock
:moo:


(Thej) #20

Thx for helping me out here Sock ! :drink: