constructible won't show progress bar..?


(heeen) #1

see topic. it’s just not working, although spawn, setup, buildstart and decayed functions are called… :???: :???:


game_manager
{
	spawn
	{
		wm_axis_respawntime	30
		wm_allied_respawntime	20
		wm_number_of_objectives 7
		wm_set_round_timelimit	999

		// Stopwatch mode defending team (0=Axis, 1=Allies)
		wm_set_defending_team	0

		// Winner on expiration of round timer (0=Axis, 1=Allies)
		wm_setwinner	0


		wait 2000

		wm_addteamvoiceannounce 0 "castle_dont_let_them_construct_a_bridge"
		wm_addteamvoiceannounce 1 "castle_construct_a_bridge"
		wm_teamvoiceannounce 0 "castle_dont_let_them_construct_a_bridge"
		wm_teamvoiceannounce 1 "castle_construct_a_bridge"


	}

}


bridgescript
{
	spawn
	{
wm_announce "Spawn"

		wait 400
		trigger bridgescript setup

		constructible_class 3


	}

	trigger setup
	{
wm_announce "Setup"
		setstate bridge_materials default
		setstate bridge_flag default
		setstate bridge_sandbags default
		setstate bridge_materials_clip default


		setstate bridge_construction invisible
	}

	buildstart final
	{
wm_announce "buildstart"
		setstate bridge_materials default
		setstate bridge_materials_clip default
		setstate bridge_flag default
		setstate bridge_sandbags default


		setstate bridge_construction underconstruction
	}

	built final
	{

		setstate bridge_materials invisible
		setstate bridge_materials_clip invisible
		setstate bridge_flag invisible
		setstate bridge_sandbags invisible

		setstate bridge_construction default


		wm_announce "Bridge constructed!"

		// *----------------------------------- vo ------------------------------------------*

wm_teamvoiceannounce 1 castle_bridge_constructed
wm_teamvoiceannounce 0 castle_bridge_constructed_destroy_it
		// *---------------------------------------------------------------------------------*
	}

	decayed final
	{
wm_announce "decayed"
		setstate bridge_materials default
		setstate bridge_materials_clip default
		setstate bridge_flag default
		setstate bridge_sandbags default

		setstate bridge_construction invisible
	}

	death
	{
wm_announce "death"
		setstate bridge_materials default
		setstate bridge_materials_clip default
		setstate bridge_flag default
		setstate bridge_sandbags default


		setstate bridge_construction invisible

		wm_announce "The Bridge has been destroyed!"

		// *----------------------------------- vo ------------------------------------------*

		wm_teamvoiceannounce 0 "castle_axis_bridge_destroyed"

		wm_teamvoiceannounce 1 "castle_allies_bridge_destroyed"
		// *---------------------------------------------------------------------------------*
	}
}


// entity 111
{
"classname" "misc_gamemodel"
"origin" "-784 -6752 -952"
"model" "models/mapobjects/cmarker/cmarker_crates.md3"
"skin" "models/mapobjects/cmarker/allied_crates.skin"
"targetname" "bridge_materials"
"target" "bridge_toi"
}
// entity 112
{
"angles" "10 90 0"
"classname" "misc_gamemodel"
"origin" "-788 -6702 -958"
"model" "models/mapobjects/cmarker/cmarker_sandbags.md3"
"angle" "90"
"skin" "models/mapobjects/cmarker/allied_sandbags.skin





"
"targetname" "bridge_sandbags"
"target" "bridge_toi"
}

// entity 113{
"classname" "misc_gamemodel"
"origin" "-827 -6782 -904"
"model" "models/mapobjects/cmarker/cmarker_flag.md3"
"modelscale" "0.4"
"skin" "models/mapobjects/cmarker/allied_cflag.skin"
"targetname" "bridge_flag"
"spawnflags" "2"
"frames" "190"
"target" "bridge_toi"
}
// entity 114
{
"classname" "misc_constructiblemarker"
"target" "bridge_toi"
"targetname" "bridge_materials_clip"
// brush 0

// entity 115
{
"classname" "trigger_objective_info"
"targetname" "bridge_toi"
"spawnflags" "18"
"target" "bridge_construction"
"track" "the Bridge"
"shortname" "Bridge"
// brush 0...

// entity 116
{
"scriptname" "bridgescript"
[b]"classname" "func_constructible"[/b]
"targetname" "bridge_construction"
"track" "the Bridge"
"spawnflags" "8"
// brush 0...


(chavo_one) #2

Just a simple question, but are you trying to test your constructible during the warmup period? Constructibles aren’t constructible during the warmup.


(heeen) #3

no, i did a minclients 1 and map_restart, so other (decorative) func_explosives etc are destroyable.


(Thej) #4

are u sure its correct that u have 5 things targeting to one bridge_toi, seems odd to me.


(heeen) #5

i just copied what isaw from goldrush.map, it’s done there the sane way (tank barriers)


(ziege) #6

Try the link in the IMPORTANT-README FIRST thread, here…

Single & Multiple Construction Items
http://www.splashdamage.com/forums/viewtopic.php?t=2658

This worked fine for me.