Constructible Question


(DAbell) #1

Hey everyone i need your help again, right on my map i have decided that it is too easy for the Allied troops to gain access to the North winding house machinery (from my upcoming map based on the commando raid on the St Nazaire docks).

I made some planks up and converted them into a .ASE model and i have inserted them into my map, following a tutorial that i found on here. i inserted them as misc_models and they show up fine in game, but i want to use them as a constructible item.

I again followed a tutorial regarding construction by sock and it all works aprt from my planks are allways visible, you can walk through them before its constructed but not after so the clipping is working. I’m hoping someone on here will be able to help me

If you want it to be compiled into the map with better lighting, a misc_model is better.

You can attach misc_models to any func_* entity (or script_mover) by targetting it (Ctrl+K).

What ydnar meant is you can use a misc_model targetted at another entity in place of a misc_gamemodel.

A good example is the sandbags on railgun - some of those are just misc_models targetted at the clip brushes which form the func_constructible. They become part of the geometry for the entity, so if you were to make a script_mover and target a misc_model at it, you’d effectively have something which worked like a misc_gamemodel but didn’t have to be dynamically lit.

take a look at offeding item at this link ( i think this link should work, slap me if it don’t)


(Drakir) #2

Why all the hard work of using an .ase model for such an easy brush thing? Make the planks normal brushes and youre ready to rnr


(grizzlybear) #3

give the plank model a targetname and use setstate to make it dissapear

or maybee the track key (starting to forget)


(DAbell) #4

Sorry if i’m coming across as a bit thick, so Drakir are you saying that i could just create the planks that i want to use in brushwork and include them as apart oa a func_constructible if this is the case could you give me a bit more info as to how this might be possible.

I think i’m right in saying that i would have to create a md3 model to get the white cloudy shape of the objective as its building, i don’t really care too much as long as the axis can build this defence.

Thanks for your swift responses.

D :slight_smile:


(Mean Mr. Mustard) #5

Yes, you can make the planks out of brush work (an md3 model is not needed)

If the planks are a func_constructible you are set. If not, I would then group the planks into a ‘script_mover’. Don’t forget to include an origin brush with the planks! I do this for things such as debris if the planks are destroyed.

Then in your script, you can toggle the state of the planks: (assuming the targetname and scriptname of the func_constructible/script_mover is planks)

setstate planks invisible // not showing
setstate planks default // showing
setstate planks underconstruction //white cloudy effect


(DAbell) #6

Thanks for that i have got it working now like a treat i’m gonna make loads of buildable items now, just because i can Yeehaaa. You all have my respect and admiration. My map is reaching a First Playable stage, i just need to add in a command post so there is a possibility of more problems yet.

D :slight_smile: