Hi
I’d very very greatefull is someone could tell me how to make a func_explosive that works on dynamite. None of the old RTCW flags are there and I just can’t find how to do such a thing…
I did create a trigger objective info entity & a func_explosive and linked them.
The problem is I can get many icons showing up on them but never the dynamite (the one which means the objective can be destroyed only by a dynamite) 
Anyone has a solution?
Dynamitable Objective?????
also, I forgot to add that there’s something really weird about this:
the dynamite dosen’t even explode… it just disappears… (but it does damage you)
Func_explosive and dynamite objectives work very similiar to RTCW except the spawnflag are slightly different. If you want to create a destructible wall like in oasis/mp_beach then you will need to create a “trigger_objective_info” brush around the func_explosive.
I recommend you check out the source map mp_beach which was given away with the editing tools for RTCW. The “trigger_objective_info” still needs to target the “func_explosive” so the game knows what entity to remove once the dynamite has exploded.
F33l the :moo:
hehe thanks a lot for the help sock 
Unfortunately, I did exactly that thing, since I’m converting one of my fully working maps from RTCW to ET… I retextured all of it and left the entities as they were. I have to set the health to 0 in order to avoid the player to destroy them with grenades or bullets and the dynamite now has no effect at all on them 
I also tried to check the TANK spawnflag but it didn’t help either. Is there a special key I’m missing in the worldspawn?
Once again, thanks, I really appreciate your help. 
Ok here is a list of the entities involved in the func_explosive wall in OASIS.
classname func_explosive
spawnflag 4
noise sound/world/brickfall.wav
type brick
mass 650
targetname dynawall
scriptname oldcitywall
The only spawnflag set is “useshader” which means the blown up chunks of stuff are painted in textures from the original entity. The “tank” spawnflag is something special and really only used for tanks. Have a look at goldrush for an example.
Surrounding the “func_explosive” entity is a “trigger_objective_info” as follows:
classname trigger_objective_info
objflags 4
track the Old City Wall
spawnflag 1
shortname Old City Wall
targetname old_city_wall_toi
scriptname old_city_wall_toi
target dynawall
There are other keys defined but they are not really that important. The main key is the “target” which points at the “func_explosive” entity. The spawnflag is important because it tells the game who’s dynamite will affect the “func_explosive” entity.
Simply create a test map and get these 2 entities working first.
Sock
f33l the :moo:
hehe thanks again for the quick reply
OK I’ve tested this and noticed there was this “objflag” key. I did see it in Goldrush map but thought it was only for constructible stuff.
I made a quick map that I threw up with all these seetings except the 2 lines below
targetname old_city_wall_toi
scriptname old_city_wall_toi
and quickly made a script with the same spawn & destroy stuff as the Oasis wall. The dynamite does explode now but does not destroy the objective. On the other hand, I can shoot it with bullets or grenades and this dosen’t trigger anything from the objective info entity 
Also, when I’m beside the objective, I get that ‘fist’ icon which confirms that it is breakable instead of the dynamite icon…
The objflag is used for making the icon on the command pulsate under certain conditions, not really necessary for this example I suppose.
The real clues are in the script for oasis. Have a look at the script routine called “oldcitywall” (line 245 onwards) which is responsible for the “func_explosive” entity. The scripting system was designed to be very powerful and take away the fuss of tweaking the map and having to recompile all the time. In the script routine you will notice the “func_explosive” is made into constructible_class 3 which means that it cannot be affected by bullets. Check the ET ref manual under “Construction classes” and you will see the relevant table describing construction class 3. The next bit is the death function which triggers the old city spawn to the allies, does some VO and sets the map objectives to the correct state.
Sock
Feel the :moo:
Once again, thanks a lot for all your time & effort sock
When I get all this working & release my first map, I’ll start working on tutorials to help mappers out 
I’ll have a closer look to the script then & attempt to sort this out
Thanks again, I owe u a 
ok all works, you’re DA MAN Sock!!!

I’ll be releasing tutorials in about 1 week on http://markoweb.free.fr
Marko, im having the same problem you had, and obviously have overcome. is there any chance you could tell me what you put in the script, as i am new to scripting, but do have some knowledge of it.
Marko has create a tutorial about this problem on his site. Check his tutorial first, it covers all the stuff you need to know. http://markoweb.free.fr
Sock
:moo: z0r
I posted a topic in this forum regarding my problem.
I have previously looked through this thread and read Marko’s tutorial and I still can’t get it to work.
Since socks locked my last topic I am forced to re-ask this question here. I’ve gone through the steps and I still have this problem. If anyone can see what it is I am doing wrong it would be a great help.
wall_1
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown the wall to itty bitty bits!!”
}
}
That’s my script. Seems right to me.
This is the func_explosive:
spawnflags 4
type rock
targetname t1
classname func_explosive
mass 200
scriptname wall_1
This is my trigger_objective_info
score 20
spawnflags 1
target t1
objflags 4
track the Test Wall
classname trigger_objective_info
When I come near it, the track works. But the icon is the Fist and it isn’t destroyed by dynamite. But it can be destroyed by bullets and knife.
Any help is greatly appreciated.
first of all…
in func explosive you need to add
health 0 - this makes it indestructible wid guns n knives
dmg 75 - damage given out ( i think, default is 0, wich is unrealistic)
i was told to set spawnflags to 76, but im not use if the guy was right.
this should make it only destructible with dynamite, but i dont think it will have the dynamite sign, please reply with your test results 
In order to make scripting work you need a “script_multiplayer” entity with the key/value of “scriptname/game manager” in your map. In marko’s tutorial http://mapdesign.ravencommunity.net/mapping/et_objectives.htm
Half way down the page he says the following …
Unlike RTCW, ET focuses a lot more on script parameters rather than entity key/value pairs. This means you don’t need to recompile your map each time you want to test something new on an entity. You simply need to change the script file that goes with it. Note that you need a script_multiplayer in your map if you want to be able to call actions in your script… Without that entity, your map will run with no script, which means none of the objectives you set will work.
The “func_explosive” entity is being destroyed by bullets because the construction class has not been set and the script it not being executed. Once your map contains the “script_multiplayer” entity the game will execute your script and run the other routines. This entity is a throw back to RTCW MP days and does not always seem very logical.
I closed the other thread because I wanted all discussion on this topic in one place, no other reason.
Sock
:moo: z0r
socks:
Thanks for the info. I missed that paragraph as something for RTCW mappers.
Unfortunately, now on loading the map I get the following error:
Unknown event wall_1
Swaggers
Your script should look like this …
game_manager
{
spawn
{
}
}
wall_1
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Allies have blown the wall to itty bitty bits!!"
}
}
The “game_manager” routine is the scriptname being used in the new “script_multiplayer” entity.
Sock
:moo: z0r
Small steps forward.
I incorrectly thought that game_manager was a Over-all function so I closed it at the end. Now that it’s closed properly I can get into the map.
Dynamite now blows the wall. But I don’t get my death message, and I have no icons at all anymore when I get close to it. No dynamite and no fist either.
game_manager
{
spawn
{
}
}
wall_1
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Allies have blown the wall to itty bitty bits!!"
}
}
The icon is generated by the “trigger_objective_info” entity. I took your entity values you supplied early and created the 2 entities from scratch and they worked a treat. The game told me I have planted Dyno next to the test wall and told me the death message when the wall was destroyed.
All I can suggest is to re-create the entities from scratch, especially the “trigger_objective_info” entity. BTW the score key/value is pointless because the construction class over rides it. If you want different XP given out for the wall then use the construction script commands. (Detailed in the ET reference manual)
Sock
:moo: z0r
