Destroyable objects


(Jeffrey13) #1

Okay, i’ve already made destroyable objects (A wall, to be precise). My question is not about how to make them, but my question is rather about how to disable the alert that the object is destroyable. Is there any way to disable the image that appears if you get too close to a destroyable object? (By the image, i mean the fist icon + the blue health bar.)

Edit:

I’ve looked around i can’t find anything on it. If anyone knows how, please help.

Also, i’d like to know if it’s possible to make enviroments destroyable by only one weapon, like an airstrike, or such?


(Igloo) #2

Hmm maybe you can try this:

  • create a func_explosive with health set to “0” -> in your case this is everything which will explode (so set it to the existing brushwork [the wall] - remember to give a targetname&scriptname like test999)
  • create a small brush inside the wall which is the right desctruction object (func_explosive) -> fill everything like you have done for the wall (it is really the wall); the texture is not matter, you can use the invisible in game like common/trigger etc.
  • create a wall’s TOI (trigger_objective_info) -> the area where you can blow up the wall [no need to do if it is already done correctly]

In the wall death section add:

alertentity test999

This is just a trick which disables the dynamite icon… but about TOI and information “you are near…” I really don’t have any alternative. That’s all I can say. Hope you find it useful! :slight_smile:

P.S. Make a backup before trying :slight_smile:

P.S. 2. Anybody correct me if I’m wrong… I did such a thing about one year ago so… This was for dynamite objectives…

Greetings,
Igloo


(shagileo) #3

i’m not very sure but i don’t think so

i don’t think you can “delete” the info near the destroyable object. correct me if i’m wrong :slight_smile:


(Igloo) #4

I doubt but maybe

Key: cursorhint Value: HINT_NONE

? :slight_smile:


(Jeffrey13) #5

[QUOTE=Igloo;176272]I doubt but maybe

? :)[/QUOTE]

I tried this, but sadly it didn’t work. After compiling it still gives me the fist icon when i get near the wall.


(whoosaaa) #6

maybe with a func_invisible_user… helps for me (trigger texture)
setting cursorhint = HINT_NONE

“cursorhint” overrides the auto-location of targeted entity


(Jeffrey13) #7

No, this doesn’t work for me for some reason. Perhaps i misworded what i said, i’ll try and explain what i’m attempting to do.

I’ve made a building with a locked door, and i want the allies to be able to use panzers, any thing they have to damage the wall and destroy it. But i don’t wish to have the huge fist icon when they get close enough, Also, i’d like to have two answered so i don’t have to start another topic:

One: Is it possible to make it only destroyable by certain weapons?

Two: What is the limit to constructables/deconstructables. I heard it was 18 but i played a map earlier were there was a good 30, because the entire game was based on constructing the map up. If it really is 18, then how did these people bypass it?


(Moedervlekje) #8

are you talking about baserace?


(murka) #9

they aren’t constructibles in baserace, they are just func_statics with setstate and sound to make them look like construction.


(Jeffrey13) #10

No, baserace doesn’t have more than 18 objects. It just has multiable stages on each object. It was a map based off the normandy beach invasions and the allies had to construct as they moved forward, and the axis could construct extra defenses along the beaches and in the bunkers, as well. I know it had well over 18 constructable objects.


(isbowhten) #11

can you tell us which map it was?
i figured out an idea to simulate more than 18 constructbiles…! but i didn’t test it…

all trigger_objective_info entities are merged to 18 ones …
thise who are merged should be far away to prevent that one TOI is used twice the same time.
… trigger_multiples only triggered by engineers are on the same places…
the 18 trigger objective info build 18 not seeable func_constructibles which handel in the script the simulating of constructing the other func_constructibles.
which func_constrtuctbile is built is handled by the trigger_multiples…

So you could compare the 18 TOIs as 18 Tois which can change their position!
After all with the 3 multiple stage constructions you may use you could raise the limit to 18*3 IF (again the same) you prevent that 2 multiple stages can be constructed the same time.
if construction 1 is built you just move the crates and Tois via script to another places with the command followspline. E.G you can make the constructibles invulnerable with spawnflags (=>multiple stage constructions cant be destroyed)
to prevent construction mistakes. Oo i hope my english wasn’t too bad


(Jeffrey13) #12

I’m attempting to locate the server again. If i can find it i’ll post the name here.