Constructing tuturial


(lennyballa) #1

Here ya go i found out how to make constructable objectives. Just for non-knowers:

1.Create the thing you want to build.
2.Click Right mouse button while still selecting your building en select
func–>func_constructable
3.Create another brush with a bigger size (cube or something) with the texture trigger. (in “common”)
4.Select it and press N.
5.Type by value: track
Type by key : Yourconstructablename
6.Deselect everything.
7.First select the trigger brush and then your building.
8.Press Ctrl+k
9.Enjoy building it :slight_smile:

To make best result, add the constructable model there


(swaggers) #2

cool lennyballa.

Have you found the crates and flag models? I can’t seem to find them anywhere.

Swaggers


(lennyballa) #3

nope i havent checked yet.
I also dont know how to make it destroyable, cause they opposite team only have to shoot it once and its broken :frowning: im trying going to find it in goldrush.

k found them unzip models from pak0.pk3 and look in mapobjects/cmarker there they are :slight_smile:
hmm those are orange/black ingame :frowning:
and if you construct it it wont disapear?
One for you sock :disgust:


(Black Death) #4

:moo:


(lennyballa) #5

does anyone know how to make it destructable for the other team with dynamite, instead of shooting it once?


(fidel castro) #6

look in the editor unter:
HELP-ET-Refernece…Contruction class.

there you can find things about building things ,and Values for their health…

bye
fidel

EDIT:
@Lennybella:
i’ve done all your steps from the beginning of this post.
then i selected the Team, which can construct my brush…BUT
after compiling…there is no symbol for a constructing thing…is there anything missing in your steps below ???ß

ciao
fidel


(lennyballa) #7

Hmm it works for me that way…
maybe you missed something?
il check it out :stuck_out_tongue:


(lennyballa) #8

[quote=“lennyballa”]Hmm it works for me that way…
maybe you missed something?
il check it out :stuck_out_tongue:
edited
nah sorry i was wrong i found out:P
select the trigger brush and press right mouse button
then select trigger–>trigger_objective_info
Thats what i forgat :slight_smile:


(fidel castro) #9

if found a german tutorila to constructibels:

there:
http://www.rtcw-editing.de/include.php?path=forum/showthread.php&threadid=44&PHPKITSID=2e0ff70d175f84b872853589fd6712bc
its much longer, then your one, take a look.

but my problem…it doesnt works…anybody any suggestions or other sources for tutorials ?

ciao
fidel


(sock) #10

Check out the ET reference manual. Section: Construction System,New entities,Single team. The single team section talks about simple 1 stage constructions and lists all the entities you need plus the models/skins.

Sock
:moo: z0r


(swaggers) #11

Check out the ET reference manual. Section: Construction System,New entities,Single team. The single team section talks about simple 1 stage constructions and lists all the entities you need plus the models/skins.

sock. The manual doesn’t point out that these models are still packed away in the pk3, or that the path needs to be altered to get it to work once you do find it. I’ve read the manual and it’s too technical for my mapping knowledge to figure out what it is trying to tell me.

I added the skin flag to my crates and they still come up with the yellow and black when I go into them with /devmap. What files or setting am I missing to get the allied_crates.skin to work???

Swaggers


(sock) #12

Ummm I suppose I assume everyone would have unpacked the pak0.pk3 file along with all the editing tools. There is alot of stuff in that main pak0 file which you need to have available to the editor. Don’t try and run the editor will the pak0 file, expand it.

Have you looked at the sample map yet? goldrush.map It has examples of construction crates next to all the tank barriers with Axis skins. The axis skins could be replaced with allied ones, its just a name change. Work with the sample map first, it was distributed with the tools so everyone has a map example to work from.

Sock
:moo: z0r


(lennyballa) #13

I got it working now thx to the german stuff. (Even i cant speak german)
il have some sort of translation here:

  1. Create a brush you want to build.
    Press “N” and select axis constructable (or allied, whatever you like)
    key: targetname
    value: bridge

  2. To create those crates:
    Right mouse button and misc–>misc_gamemodel
    key: skin
    value: models/mapobjects/cmarker/axis_crates.skin (allied_crates.skin)
    key: model
    value: models/mapobjects/cmarker/cmarker_crates.md3
    key: targetname
    value: bridge_materials

Now the flag:
Right mouse button and misc–>misc_gamemodel

key: targetname
value: bridge_flag
key: skin
value: models/mapobjects/cmarker/axis_cflag.skin
key: model
value: models/mapobjects/cmarker/cmarker_flag.md3
key: modelscale
value: 0.4
key: frames
value: 190

  1. Create a origin brush (brush with origin texture, found in “common”)
    Press right mouse button and select misc_constructiblemarker.
    place it into the crates.
    key: targetname
    value: bridge_materials_clip
    key: target
    value: bridge_toi

4.Create another brush with the texture trigger
Press right mouse button and select trigger_objective_info.
key: objflags
value: 16
key: targetname
value: bridge_toi
key: scriptname
value: bridge_toi
key: target
value: bridge
key: track
value: Bridge (this is the stuff “Your near …”)
key: infoAxis
value: Construct the Bridge to cross the River.
key: infoAllied
value: The Bridge must be destroyed. (fill in what you like to be the obj.)
key: shortname
value: Bridge

  1. Deselect everything. Now select the trigger first and then a piece of your construction (Only 1 piece is needed) Now press ctrl+k to make sure youve entered right values under the target and targetname

Now on to some scripting:


bridge
{
spawn
{
wait 200
trigger self setup

constructible_class 2
}

trigger setup
{
setstate bridge invisible

setstate bridge_materials_clip default
setstate bridge_materials default
setstate bridge_flag default
}

buildstart final
{
setstate bridge underconstruction

setstate bridge_materials_clip default
setstate bridge_materials default
setstate bridge_flag default
}

built final
{
setstate bridge default

setstate bridge_materials_clip invisible
setstate bridge_materials invisible
setstate bridge_flag invisible

wm_announce "The Bridge has been constructed."

//wm_objective_status 1 1 2
//wm_objective_status 1 0 1
}

decayed final
{
setstate bridge invisible

setstate bridge_materials_clip default
setstate bridge_materials default
setstate bridge_flag default
}

death
{
setstate bridge invisible

setstate bridge_materials_clip default
setstate bridge_materials default
setstate bridge_flag default

wm_announce "Allies have destroyed the Axis Bridge."

//wm_objective_status 1 0 2
//wm_objective_status 1 1 1  
}
}

//wm_objective_status 1 0 2
//wm_objective_status 1 1 1
look at this:
1=allied
0=axis
replace the 1 with the 0 when youve selected allied constructable instead of axis constructable.

Also replace the word “bridge” with the word youve entered as scriptname. At the line “constructible_class 2” you can change the number after it. This means what type of explosives are needed to destroy it and how long it takes to construct
1=grenade and higher
2=satchel and dynamite
3=dynamite only
now copy past this into your"yourmapname.script and happy constructing :slight_smile:

Correct me if im wrong somewhere :stuck_out_tongue:

This is COPYRIGHTED!
Just kidding :banana:


(swaggers) #14

I did look at the example map. Here is my model:

In Gold Rush I did have to delete a misc_contructible from the model.

But it says it isn’t needed.

Here the Gold Rush model.

Looks exactly the same to me.

Swaggers


(lennyballa) #15

Swaggers you also have to make a targetname for it. also try to unpack your pak0.pk3 models to exactly the same folder as were the models were in with the tools. That was the prob for me


(swaggers) #16

Wow that did it. I don’t understand why I need a targetname just to put a model in the game but adding the targetname made the skin come up. Thanks lennyballa.

Swaggers


(lennyballa) #17

Kein problem i was just guessing :smiley:


(sock) #18

I would not recommend following this tutorial as there is alot of mistakes present. Plus its based on the bridge construction from Fueldump which trust me is not a good example to base all other constructions from.

  1. Create a brush you want to build.
    Press “N” and select axis constructable (or allied, whatever you like)
    key: targetname
    value: bridge

There is no such entity as axis constructable or allied for that matter. There is a “func_constructible” entity which can be used by either team.

  1. Create a origin brush (brush with origin texture, found in “common”)
    Press right mouse button and select misc_constructiblemarker.
    place it into the crates.
    key: targetname
    value: bridge_materials_clip
    key: target
    value: bridge_toi

Certainly don’t start teaching people to use those entities. They where originally designed for bot support and obviously not needed anymore and function exactly like a “func_static”.

4.Create another brush with the texture trigger
Press right mouse button and select trigger_objective_info.
key: objflags
value: 16
key: targetname
value: bridge_toi
key: scriptname
value: bridge_toi
key: target
value: bridge
key: track
value: Bridge (this is the stuff “Your near …”)
key: infoAxis
value: Construct the Bridge to cross the River.
key: infoAllied
value: The Bridge must be destroyed. (fill in what you like to be the obj.)
key: shortname
value: Bridge

These keys/values are clearly explained in the ET reference manual and alot of those keys are not even needed anymore. This again is covered in the documentation. (infoAxis/infoAllied). Plus teach people to use “objflags” keys with a value of 16 and not explaining what it is doing is just pointless.

The scripting is just blindly cut and paste without any explaination what these functions actually do and why. If people want tutorials which show them how to create constructions parrot fashion without any explaination of what/why things are being done then …

Sock
:moo: z0r


(lennyballa) #19

k thx i just wanted to help people out :frowning:
btw could someone make a good working tuturial?


(sock) #20

I know you want to help people and trust me I am not having a go at you, I just dont think that is a good tutorial.

Sock
:moo: z0r