Destructable not blowing


(TNR360) #1

ok I can map and enjoy it but hate scripting :smiley:

supplies 	   	 
{ 	  	 
  	spawn 	 
  	{ 	 
  	  	wait 300
  	  	constructible_class 3 // 2=satchel 3=dyna
  	} 	
 
  	death 	 
  	{ 	 
  	  	
  	  	trigger supplies_toi remove
  	  	 
  	  	wm_announce "The Axis have blown up the Supplies!"
  	} 	 
} 	  	 
  	  	 
supplies_toi 	  	 
{ 	  	 
  	trigger remove 	 
  	{ 	 
  	  	remove
  	} 	 

it just doesn’t blow :oops:


(]UBC[ McNite) #2

For a lot of questions: here s the link to the Level Designer’s Reverence:
http://tramdesign.planetwolfenstein.gamespy.com/tutorials/etdocs/index.html

As for blowing up: What does it do exactly? Nothing? Did you make the brushes a func_explosive? Did you give then the script- and targetname?
Did you set up a trigger_objective_info targeting your func_explosive?

If you are not sure what you did wrong, you can always compare your stuff with something from the goldrush map that has the same functionality, eg. one of the tank barriers in your case.


(TNR360) #3

[quote=]UBC[ McNite]For a lot of questions: here s the link to the Level Designer’s Reverence:
http://tramdesign.planetwolfenstein.gamespy.com/tutorials/etdocs/index.html

As for blowing up: What does it do exactly? Nothing? Did you make the brushes a func_explosive? Did you give then the script- and targetname?
Did you set up a trigger_objective_info targeting your func_explosive?

If you are not sure what you did wrong, you can always compare your stuff with something from the goldrush map that has the same functionality, eg. one of the tank barriers in your case.[/quote]
nothing happened I guess I should try those things out


(]UBC[ McNite) #4

Here s a small trick on how to find out which of your scriptblocks get executed: within every block write a wm_announce “^3block XYZ executed”
So when you read the message in the game, you can see this block just got executed. If a message is missing, you ll know which block didn’t get started, and you can search more precisely for the mistake.

Actually, you should script and test all your objectives and stuff very early in the development of your map, to make sure it all works like you want it to.


(ShadowAgent) #5

imo you dont need the supplies_toi trigger.

have you put the allied_objective or axis_objective spawnflags? is the toi linked to the func_explosive? thats the two problems i can think of atm


(murka) #6

if you dont have the supplies toi trigger then the toi will remain after blowing up once and still have a dyno message but nothing gets blown…
maybe post ur radiant piece of the destructible.


(Darkfrost) #7

Did you remember the little entity that you need for scripts to run?

I forgot what it was called :smiley:

Script_multiplayer or something…


(ShadowAgent) #8

ooh. i see.


(Violator) #9

Dunno if its the ‘copy and paste monster’ but you don’t have a closing } on your supplies_toi block -

supplies_toi         
{         
     trigger remove    
     {    
          remove
     }   
} <---

This would break the supplies death trigger