disabling/ damaging tank from map script


(mortis) #1

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


(EB) #2

So the wall is blown and the tank stays alive until disabled, then once disabled, it is NO longer repairable.(but only after the side depot wall has been blown)

The last peice of script in the fueldump script is this: (add the blue lines)
// ================================
hurt_basewallblast
{
spawn
{
wait 200
setstate hurt_basewallblast invisible
}

trigger boom
{
setstate tank_trigger invisible
setstate tank_build invisible	
setstate hurt_basewallblast default
	wait 100
	remove

}

}
// =============================

Will this suffice ?


(Fr4gg3r) #3

I don’t know alot about tanks but maybe this can help you

Chek out the fueldump script and search the part for the tank when its damged bij an arty or an airstrike and just copy it and use it at the and of the ride ?


(mortis) #4

I tried your suggestion EB, but it didn’t seem to have any effect.

Here is how it works.

Tank spawns

construcible_class 3
constructible_health 20000 (to make it impervious to attack)

tank runs though map perfectly…until the end

end sequence:

tank destroys sidewall

tank body is damaged, but turret intact. (If axis attack the turret, it is vulnerable and breaks after standard damage is applied, but all the while it appears damaged and allies can mount the gun.

If allies ‘fix’ the tank, then the entire tank is reconstructed as:

construcible_class 2
constructible_health 2000 (this part is working fine)

Any ideas?


(EB) #5

uh dude, I tried it and it worked PER-FECT-LY when added to the original script.

P.S> Your second post makes alot more sense towards what you want.


(mortis) #6

I found a solution that is acceptible…thanks for the ideas folks. I found out that you can reset the construcible’s health to various levels during its trip, which allows me to make it vulnerable at the end.

–Mortis