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.
Destroyable door (with satchel charge)
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.
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).
OK, Flippy but, I have no idea where to start! I kinda need a script for things like this right?
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 
http://www.mediafire.com/?buamxfmz20y
i hope you enjoy it 
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.
its actually as easy as a normal constructible/destructible. you just add setstate to it and its done.
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 