construction


(DWM|Commando) #1

hey guys i have been trying to fix this constructible for almost amonth on and off and through all the tutorials i have done i cant seem to get it to work. i thought i did at one point but it didnt. The problem i oahve right now is that when it is built, the materials dont go invisible, and after its built hte alleis can destroy it with a single shot from a gun.

here are my brushwork keys and the script, i built it off the last tutorial i did by sock , and changed to twhat i need but its not working.
also note that in teh func_constructible i have a origin brush that shares its entity keys and in the toi i have an origin brush, but it doesn not share the entity keys.

the brushwork
-the crate model
classname, misc_gamemodel
skin, models/mapobjects/cmarker/axis_crates.skin
model, models/mapobjects/cmarker/cmarker_crates.md3
targetname, fuel_gate_materials

-the flag model
classname, misc_gamemodel
skin, models/mapobjects/cmarker/axis_cflag.skin
model, models/mapobjects/cmarker/cmarker_flag.md3
targetname, fuel_gate_materials
angle, 180
modescale, 0.4
spawnflags, 2
frames, 190

-clips around crates
classname, script_mover
targetname, fuel_gate_materials
scriptname, fuel_gate_materials
spawnflags, 2

-tirrger obj. around crates
classname, trigger_objective_info
targetname, fuel_gate_toi
scriptname, fuel_gate_toi
target, fuel_gate_brush (name of constructable)
spawnflags, 2 (This is constructible by Axis)

-constructable gate
classname, func_constructible
targetname, fuel_gate_brush
scriptname, fuel_gate_script
spawnflags, 4 (Axis constructible)

and heres the script


fuel_gate_script
{ 
   	spawn 
   	{ 
      		wait 200 
      		constructible_class 2 						//Destroyable by Satchel and Dyno
      		trigger self startup 
  	} 

   	buildstart final 
   	{ 
   	} 

   	built final 
   	{ 
      		setstate fuel_gate_brush default 				//Turns on gate brushwork
      		setstate fuel_gate_materials invisible 				//Turns off material boxes

      		wm_announce   "Fuel Depositry Gate Constructed!" 		//Announce Construction
   	} 

   	decayed final 
   	{ 
      		trigger self startup
   	} 

   	death 
   	{ 
      		trigger self startup 
      		wm_announce   "The Fuel Depositry Gate has been Destroyed!" 	//Announce Destruction
   	} 

   	trigger startup 
   	{ 
      		setstate fuel_gate_brush invisible 				//Turns off gate brushwork
      		setstate fuel_gate_materials default 				//Turns on material boxes
   	} 
} 

any help or ideas would be appreciated , its getting very annoying.


(DWM|Commando) #2

anyone see the problem? i have been through it multiple times and can’t find anything, but it still won’t work


(nikita) #3

got the same problem if some1 cound explien 1 step at the time

Current status: :banghead: :bash: :angry:


(DWM|Commando) #4

here, i noticed it wasnt going anywhere like this so i copied it to its own .map file and added the script… pls d/l and take a look, it’d be appreciated

http://www.dies-world.com/files/Commando/construct_gate.rar


(Bondo) #5

Hello DWM

I just completed my map and its a nice CTG/F (gold/flag) Its a Paintball style arena except I put a big tower in where one of the bunkers go.

I have been having the problem of the materials not leaving and the tower being killable from 1 bullet even though it is constable_class 2

Here is what my problem was:

Tower Entity-
I needed to put the scriptname in.

On the Tower (func_cont…)
targetname:
scriptname:
spawnflags:

Everythihng else I took from goldrush.map that way i ruled out anything wrong w/ a entity that I made.


(DWM|Commando) #6

alright i’ll amke sure to try it soon, thanks