- [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!"
}
}