Constructible not staying invisible


(Valkyrie_Hrist) #1

Hey guys,

Here’s my problem…

I have a func_constructible that when destroyed I have it go invisible and a scriptmover becomes visible (of the damaged construction)… now as soon as i start to “move” the script_mover the func_constructible becomes visible again and starts to follow the movement of the script_mover…

Techinically the func_constructible is “invisible” in the sense that i can walk right through it.

Now here is the kicker… this works both ways.
If I start to move the constructible the scipt_mover becomes visible and follows the func_construct movement but is “invisible” and I can walk through the script_mover…

All that i want to do is keep the func_construct to stay invisible to the player (ie not be able to see it after it has been destroyed) and make the script_mover replace it and the players can see mover while the mover falls to the ground.

I have also tried doing this with 2 script_movers… but when I kill the first mover the second one will not become visible… <========= can you even do this kind of thing with 2 movers or is this only a func_construct feature???

If anyone has any ideas as to what is going on with this please let me know…

Thanks all.


(nikita) #2

i think some1 got a lil script issue i think u should rewrite it and pay attantion to your values


(Valkyrie_Hrist) #3

No the scripting is correct.
The func_construct vanishes correctly when it blows up and the script_mover shows up right after the func_construct blows up. So the scripting is not the issue.

But when I start to rotate the script_mover the func_construct becomes visile and starts to rotate along with the mover.

[edit]
here is a rough layout of the scripting… sorry if its a little wrong. I’m trying to remeber what i have written (currently at work)

basically its a func_constructible that I never want to repair… just want to blow up.
now i have tried this with script_movers but for some reason the “dead” script_mover will not become visible upon the death of the “built” script_mover

box1a
{
spawn
{
wait 200
trigger box1a setup
constructible_class 2
}

trigger setup
{
	setstate box1a default
	setstate box1a_dead invisible
}

buildstart final
{
	setstate box1a default
	setstate box1a_dead invisible
}

built final
{
	setstate box1a default
	setstate box1a_dead invisible
}

decayed final
{
	setstate box1a default
	setstate box1a_dead invisible
}

death
{
	stoprotation
	faceangles 0 0 0 5000
	setstate box1a invisible
	setstate box1a_dead default
}

trigger spin_x
{
	globalaccum 2 abort_if_not_equal 0
	globalaccum 3 trigger_if_equal 0 box1a x_y_spin			faceangles 0 0 90 10000
}

trigger normal_x
{
	globalaccum 2 abort_if_not_equal 1
	globalaccum 3 trigger_if_equal 0 box1a spin_y		
	stoprotation
	faceangles 0 0 0 10000
}

trigger spin_y
{
	globalaccum 3 abort_if_not_equal 0
	globalaccum 2 trigger_if_equal 0 box1a x_y_spin		                     faceangles 90 0 0 10000
}

trigger normal_y
{
	globalaccum 3 abort_if_not_equal 1
	globalaccum 2 trigger_if_equal 0 box1a spin_x		
	stoprotation
	faceangles 0 0 0 10000
}

trigger x_y_spin
{
	globalaccum 2 abort_if_not_equal 0
	globalaccum 3 abort_if_not_equal 0
	faceangles 135 0 135 10000
	setrotation 0 25 0
}

}


(nikita) #4

my is going like

tower1
{
spawn
{
wait 200
constructible_class 2
trigger self startup
}

buildstart final
{
}

built final
{
setstate construction_extra invisible
setstate tower1 default
setstate construction_tower1 invisible

  // Some kind of UI pop-up to alert players 
  wm_announce   "Axis team has built the Scout tower!" 

}

decayed final
{
trigger self startup
}

death
{
trigger self startup
// Some kind of UI pop-up to alert players
wm_announce “Allied team has destroyed the Scout tower!”
}

trigger startup
{
setstate construction_extra invisible
setstate tower1 invisible
setstate construction_tower1 default

}
}

try like my just change the integer cause ur scripting look kinda Odd

when i was nob at the construction thing i mostly hed 2 build every construction 3 times till it worked hed the same prob


(Valkyrie_Hrist) #5

Well I figured out a way to keep the func_construct hidden…

I set an accumulator to keep track of the status of the func_construct… 0 is dead 1 is alive
then did checks on the status of the func_construct before i did any movement of the script_mover…

anyways seems to work.

thanks for the help anyways nikita.


(nikita) #6

allways a plesure?