I want for the fueldump tank to die when it gets to the end of its tank run.
I have tried:
alertentity kill_tank
kill tank_construct
accum 1 bitset 7
trigger self deathcheck
All three cause the body of the tank to be ‘disabled’ but the turret remains active allowing you to hose people down with bullets. The turret reamins active until damagaed by the axis.
Is there any way to cause the tank to break because of an event in the script in either a normal map script or an etpromapscript? I have some ideas, but if someone already knows a way it would be very helpful time saver…
Can you remap the tank properties without killing the tank? I made the tank invulnerable at the beginning of the map, and it becomes damageable after I rebuild the ‘killed’ body, but the turret is active the whole time…
–Mortis