GOT IT!
I re-did it as socks suggested using all the info I had previously used and now it works.
Thanks!!
GOT IT!
I re-did it as socks suggested using all the info I had previously used and now it works.
Thanks!!
this confuses me.
What do i need to have exactly in one script, and where do i put the script under wich name? I’m kinda new to this, so sorry for trouble (and my bad english :bored: )
You should have a look at marko’s tutorial as it contains step by step instructions for creating a dyno-wall TM !!!
Front page Link: http://markoweb.free.fr/
He has quick links on the top page now so just choose the “Mapping Tutorials” link. Any feedback on his tutorial, drop him a note.
Sock
:moo: z0r
Thanks to Marko and sock I got my dynamite working. If anyone else is having any problems I’ve thrown together a quick tutorial that includes pics to show exactly what everything is and how it looks in game and in the editor.
http://www.xezollan.com/swaggers/tut_dyna.html
Thanks again to everyone for making this happen! Now I just need to get constructibles working!
Swaggers
Very nice work. I like loads of pictures to explain things, look forward to your next tutorial.
Sock
:moo: z0r
Ok, I’ve followed many many tutorials, all with the same result, and this is really annoying.
Everything works perfectly until the dynamite explodes – the brush I am trying to get to explode does NOT disappear!
Here are all my keys/values, script information, etc.
For the func_explosive brush:
classname: func_explosive
health: 0
scriptname: box
targetname: box
spawnflags: 4
For the trigger_objective_info brush:
classname: trigger_objective_info
target: box
spawnflags: 1 (axis_objective)
track: the Box
shortname: The Box
The script:
game_manager
{
spawn
{
}
box
{
spawn
{
wait 200
constructible_class 3
{
death
}
wm_announce “Allies have destroyed the box! OH NO!”
}
}
Also, on the command map, the brush shows up as a command post icon. I can’t tell if this is because of a spelling error in the script, or some other overlooking? Also, the dynamitable icon doesn’t appear when you’re near it. Otherwise it works fine. I’ve tried all sorts of tutorials with the same result. :’(
hey TFate there are a couple of problems i can see from you post.
In the trigger_obj_info need the key objflag with the value 4, this make the dynamite icon appear on the command map.
If you have posted your script correctly you are missing a curly bracket,
game_manager
{
spawn
{
}
} <------- this was missing
box
{
spawn
{
wait 200
constructible_class 3
} <------ was wrong way round
death
{ <------ was wrong way round
wm_announce “Allies have destroyed the box! OH NO!”
}
}
I think this is all right now but post if not.
Disclaimer
I cannot be held responsible if the information that i provide is rubbish and doesn’t work, my best effort.
D
A rather unsettling disclaimer there…
But it’s still not working. Also, I suspect that the objflags key does something other than put the dynamitable icon on the command map…
EDIT: I did add the objflags key to the trigger_objective_info trigger brush, but still nothing happens, the command post icon is still there. I wonder if the game reads it as a command post, and thus improves my charge speed? Weird. :???:
What exactly are you trying to do?! You’ve got a lot of mixed messages going here.
First of all, you are setting the constructible_class on a func_explosive. Func_explosives are not constructible.
Second, you are targetting the func_explosive with a trigger_objective_info, and then complaining about the command map icon. But unless a trigger_objective_info is turned invisible, it will show up on the command map. Why would you have a dynomite objective not show up on the command map anyways?
Third, objflags don’t do anything. It is a broken system that was never fully implemented in the game.
I have no problem with it being on the command map, it’s annoying because the icon is a command POST. Sorry, I used the incorrect word there. One of the problems I’m having it that it’s showing up as a command POST.
Ok, evidently I was wrong about one thing. You can use constructible_class with func_explosives. I didn’t read the entire thread until now. Did you read Marko’s tutorial that is referenced in this thread. In it he says not to set the health key on the func_explosive. Just use constructible_class to set it’s explosive level.
Also, if you are getting the command post icon, I would highly expect to see the is_commandpost checkbox selected on your TOI. Have you double-checked to be certain it’s not checked?
Another method you could use, is to make your box a func_constructible instead of a func_explosive. Then when the func_constructible dies, you set the TOI to be invisible. You would have to give your TOI a targetname and scriptname though. Something like this:
box
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Allies have destroyed the box! OH NO!"
setstate box_toi invisible
}
}
True, if health were set it would be shootable. This way you can also decide on making it affected by satchelcharges (class 2).
One more thing, when using func_explosive, do you need to set the toi to invisible? Doesn’t that happen by itself?
My code example is if he decides to use a func_constructible. I forgot to add, if you go the func_constructible route, you need to check the start_built checkbox.
i did a picture tutorial on how to do a func_static to show debris, however it basicly is a tutorial on func_explosive’s, the only thing i forgot at the time when i made it was to include the origin brush with the trigger_objective_info… my bad… that’s one thing i had to have drilled into my head, but now it’s a habit i do without thinking ( thanks sock =)
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=5142&highlight=
and i know there was a discussion after about using the func_static when a script_mover could be used instead… but in oasis the clip brushes for the damaged guns were func_statics, and the towering antenna in fueldump near the axis command post was a func_static also… so, i see no problem with using it… either way.
believe me, i love script_movers, man… they are mega fun to play with… i have some real nice ones i have made when i was bored.
but back to the explosive… i have it all torn apart to show how it is setup and will work, just remember to add the origin brush with the trigger_objective_info.
EDIT: i have now re-edited the tutorial to show the origin brush needed, was meaning to do it a while back but this thread motivated me.
Thank you, I’ll try the func_constructible way.
And no, the command post icon isn’t checked. 
ARGH, that smiley looks retarded. Anyway…
Thank you to Chavo_one, it’s now dynamitable, however, the command post icon still appears on the command map. Hm hoom. Also, the dynamitable icon doesn’t appear when you walk up to it. But at least it’s dynamitable! 
You have set the trigger_objective_info’s spawnflags right? What should be set is: is_objective and allied or axis objective (if you want allies to blow, choose axis, it’s logic :D) . When linked to a func_explosive, it will then automaticily give you your dynamite images :blah:
If not, then that beats me…
Wait a minute… should there be a line between the game and manager, like this: game_manager? In both the entity AND the script? Or should I not have an understroke between the game and manager? o_O
Think of the lowline as a space, but it’s not a space, so it’s still one word. So yes, it shoud be like this: game_manager.
Offcourse you could use anything, but that’s the common word.