dynamitable constructable


(Pukedukem) #1

I’ve been trying to figure this one out, and I cant really put anything together from the forum.

i can make it so I can build the wall. but I cant figure out how to destroy it with dynatime
I just have no idea what to do.

If someone could just point out the basic things I need would be great. Just trying to make a wall that is dynamtitable constructable. Kind of like the Water pump in oasis

Thanks


([RW]CriPpLe) #2

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=1710


(nUllSkillZ) #3
  1. [li]Source
    [/li]Video Tutorial at level-designer.de (german)
    [li]General
    [/li][list:b0e883cb20]
    [li]“origin”-Brush = Brush with “origin”-Textur
    [/li][li]“trigger”-Brush = Brush with “trigger”-Textur
    [/li][li]“clip”-Brush = Brush with “clip”-Textur
    [/li][li]if “script_multiplayer” is not added yet to the map:
    [/li]open contextmenu with right mouse button and choose “script_multiplayer” at the “script” menu
    key: scriptname
    value: game_manager

    [li]if not done yet:
    [/li]unzip the “models\gamemodels\cmarker” directory out of the “pak0.pk3” into the “…ET\etmain” directory using directory names

[li]“func_constructible” = buildable object + “origin”-brush
[/li][ul]
[li]add the buildable object
[/li][li]add an “origin”-brush
[/li][li]choose both
[/li][li]open contextmenu with right mouse button and choose “func -> func_constructible”
[/li][li]key: targetname
[/li]value: Wall

[li]key: scriptname
[/li]value: Wall

[li]choose "allied_ "- or “axis_constructible”
[/li][/ul]
[li]Building material
[/li][list=a]
[li]Crates
[/li][list:b0e883cb20]
[li]open contextmenu with right mouse button and choose “misc -> misc_gamemodel”
[/li][li]choose “models\mapobjects\cmarker\cmarker_crates.md3”
[/li][li]key: skin
[/li]value: models/mapobjects/cmarker/allied_crates.skin
or models/mapobjects/cmarker/axis_crates.skin

[li]key: targetname
[/li]value: Crates

[li]key: scriptname
[/li]value: Crates
[/list]
[li]Flag
[/li][ul]
[li]open contextmenu with right mouse button and choose “misc -> misc_gamemodel”
[/li][li]choose “models\mapobjects\cmarker\cmarker_flag.md3”
[/li][li]key: skin
[/li]value: models/mapobjects/cmarker/allied_cflag.skin
or models/mapobjects/cmarker/axis_cflag.skin

[li]key: targetname
[/li]value: Crates

[li]key: scriptname
[/li]value: Crates

[li]key: modelscale
[/li]value: 0.4

[li]key: frames
[/li]value: 190

[li]choose: startanimate
[/li]
[li]add a brush with some wood texture as flagpole
[/li][/ul]

[li]“script_mover” = “clip”-brushes + “origin”-brush
[/li][ul]
[li]build “clip”-brushes in shape of the crates and shovel
[/li](easy way for testing: one “clip”-brush that contains the crates and the shovel)
“clip”-texture = “clip weapon wood”
[li]add an “origin”-Brush
[/li][li]choose the flagpole + “clip”-brushes + “origin”-brush
[/li][li]open contextmenu with right mouse button and choose “script -> scrip_mover”
[/li][li]key: scriptname
[/li]value: Crates

[li]key: targetname
[/li]value: Crates

[li]choose “solid”
[/li][/ul]
[/list:o:b0e883cb20]
[li]“trigger_objective_info”-brush + “origin”-brush
[/li][ul]
[li]add a “trigger”-brush that contains the crates
[/li][li]add an “origin”-brush
[/li][li]choose both
[/li][li]open contextmenu with right mouse button and choose “trigger -> trigger_objective_info”
[/li][li]key: targetname
[/li]value: Crates_toi

[li]key: scriptname
[/li]value: Crates_toi

[li]key: target
[/li]value: Wall

[li]key: track
[/li]value: the wall

[li]key: shortname
[/li]value: Wall

[li]choose "allied_ "- or “axis_objective”
[/li][/ul]
[/list:o:b0e883cb20]

Fundamental script (wall is not an objective):


game_manager
{
	spawn
	{
		... // your data
	}

	... // your data

}


// PART OF THE SCRIPT BELONGING TO THE "func_constructible" Wall
Wall
{
	spawn
	{
		wait 200
		trigger self setup
		constructible_class 3 // 3 = dynamit / 2 = satchel charge
	}

	trigger setup
	{
		setstate Wall invisible
		setstate Crates default
	}

	buildstart final
	{
		setstate Wall underconstruction
		setstate Crates default
	}

	built final
	{
		setstate Wall default
		setstate Crates invisible
		wm_announce "The wall has been build!"
	}

	decayed final
	{
		trigger self setup
	}

	death
	{
		trigger self setup
		wm_announce "The wall has been destroyed!"
	}
}


(=DaRk=CrAzY-NuTTeR) #4

ill make it simpler, once you have your script ready, change it from contructable class 2 (or whatever is there) to 3, simple :wink:


(nUllSkillZ) #5

In sock’s LDR theres an example of a water-pump.
Just have found it.
Direct Link:
http://www.planetquake.com/simland/ldr1_1/samplemap02e.htm


(Pukedukem) #6

thanks allot.
Ever need tank or truck help just send me a message