Destroyable door (with satchel charge)


(lotus) #1

Alright, the titel says it all: I really need a nice tutorial or something how to make a destroyable door with a satchel charge! (The allied team has to blow it btw) Thanks.


(Flippy) #2

Search for dynamitable objectives. You will find lots of examples.

In these examples, replacing constructible_class 3 with constructible_class 2 will make it destroyable by a Satchel Charge (and a dynamite!).

Basically, constructible_class 1 makes your entity destructable by everything (guns, grenades, panzers, and stronger),
constructible_class 2 makes it destructable by satchel charge and stronger (only dynamite is stronger)
constructible_class 3 makes it destructable only with dynamite.


(nUllSkillZ) #3

As far as I remember you can’t make the door itself destroyable.
You have to use a brush in the bottom (and brushes around the door may be).


(lotus) #4

OK, Flippy but, I have no idea where to start! I kinda need a script for things like this right?


(masterkiller) #5

Hello.
I give you my script for a door i already used.
Note my english is not very good…

Script:


// ================================================
// DOOR-CAVE AXIS(1)
// ================================================

axis_door_back
{
	spawn
	{
		wait 200

		constructible_class 2
	}

	death
	{
            trigger axis_door_back2 kill
		wm_announce	"^4Allied ^3Have Blown The ^1Axis ^3Castle Back Door!"

	}
}

axis_door_back2
{
     trigger kill
     {
          remove
     }
}


Entities:
axis_door_back2 = Door scriptname key (func_door_rotating)
axis_door_back = Other brush scriptname key no part of door when the door was gone this part will be gone too.(func_explosive)
Need a trigger_objective_info target axis_door_back

EDIT:
I did a prefab :wink:
http://www.mediafire.com/?buamxfmz20y

i hope you enjoy it :smiley:


(lotus) #6

Well thank you very much mate :smiley:


(Flippy) #7

Wait, by a “door” do you mean an actual door that can be rotated and opened by players?
That makes things a bit more complicated, although there is an example around here somewhere.
It involves setstating the door and destroying some hidden brushes i believe…

It might be a bit too complicated for you if you have never used any script before… You might want to try with something easier.


(murka) #8

its actually as easy as a normal constructible/destructible. you just add setstate to it and its done.


(Flippy) #9

But you can’t make a func_door(_rotating) a func_explosive aswell… That’s your problem.

While this is easily overcome by making a clip brush into the func_explosive for example, it might not be so obvious for someone who has never seen an ET script in his life :wink: