Both the entity and script should look like “game_manager”. I think sock has a typo there.
Dynamitable Objective?????
Actually you can’t use anything. You have to use “game_manager” because the game is hard coded to look for “game_manager”. Look at g_script.c.
Oohh… lol, didn’t know, I simply used game_manager, because that’s the common thing.
Well, thanks.
But back to topic, is everything working now?
Ok, now I followed Marko’s tutorial again and it WORKED! I am so confused now, the only difference this time is that I linked the TOI and the func_explosive with ctrl-k instead of manually linking them. Well, whatever, I suppose from now on I shall have to consult Marko’s tutorial from now on everytime I make a dynamitable func_explosive… the one at mapping.andityler.com (forget real address) didn’t work for me. Hmmm…
Now I’m off to find out how to get the constructable boxes to appear and disappear on constructible objects. ^-^
Do note that the TOI is targetting the func_explosive, not the other way around. That may have caused all this. I’ve done it manually and it went fine.
Do you mean how to learn scripting?
Ifurita has written a very good tutorial (pdf):
http://www.planetwolfenstein.com/4newbies/Map_Scripting_4_Newbies.pdf
Here you can download Adobe Reader (free):
http://www.adobe.com/products/acrobat/readstep2.html
Yes with Acrobat Reader you can open “.pdf”-files.
In this pdf there are some scripting basics.
It’s a beginner tutorial.
AArrghhh… Please,tell me a real normal script for constructing a SIMPLE GATE !I just can’t understand !When I am constructing the gate,construction process stoping in the half way !And,I would like gate destroyable only by Dynamite !
There’s a tutorial at http://www.wolfensteinx.com as far as I remember (unfortunately I can’t reach this site at the moment).
And here’s a little example map + script:
http://www.nullskillz.de/et/maps/func_const.zip
well with ur scripts and the other dude notes i made it
and i think u hed maybe a trigger problem is not so big so a dyno wont effect it
yo, srry, this might be a stupid question or may be asked already, but its driving me mad :banghead:
Im creating a map with two dinamytable objectives.
This are the entities:
OBJECTIVE1:
classname: trigger_objective_info
shortname: the West trigger
score: 10
target: trigger1
track: the West Trigger!
spawnflags: 17
objflags: 4
classname: func_explosive
health: 0
targetname: trigger1
mass: 80
noise: sound/world/metalbreak
scriptname: pak75_dyna
spawnflags: 4
type: metal
OBJECTIVE 2:
classname: trigger_objective_info
spawnflags: 17
target: trigger2
shortname: the East Trigger!
score: 10
track: the East Trigger!
objflags: 4
classname: fun_explosive
health: 0
scriptname: pak75_dyna
type: metal
mass: 30
spawnflags: 4
noise: sound/world/metalbreak
targetname: trigger2
SCRIPT:
game_manager
{
spawn
{
// Set scenario information
wm_axis_respawntime 20
wm_allied_respawntime 30
wm_number_of_objectives 2
wm_set_round_timelimit 15
// Set objective #1 properties
// Nazi's control objective #1 at the start
// SHORT DESCRIPTIONS
// Set Defending Team for SW Mode
wm_set_defending_team 0
// If the round timer expires, the Nazis have won, so set the current winning team
// Set the round winner: 0 == AXIS, 1 == ALLIED
wm_setwinner 0
// Accum #1 will be the state of objective number one
accum 1 set 0
accum 2 set 0
}
trigger1
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown the west trigger!!”
}
}
trigger2
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown the east trigger!!”
} }
}
What’s wrong with this, I don’t understand.
My dinamyte won’t destroy the objective.
Everything else works perfect, only my objective doesn’t get blown up when the dinamyte explodes!!!
HELP ME, I’M DESPERATE!!! :bored:
hi ya again ppl,i finally got my dynamite working etc,however for both of my objetives i have a prob.
allies have to destroy a radio and so do axis.
Now they do blow up however i want them so that say if the allies blew up axis radio for it to end the map.here’s my script.
game_manager
{
spawn
{
wm_axis_respawntime 15
wm_allied_respawntime 15
}
trigger checkgame_allies
{
wm_setwinner 1
wait 1500
wm_endround
}
trigger checkgame_axis
{
wm_setwinner 0
wait 1500
wm_endround
}
{
radio_equipment_allies
{
spawn
{
wait 50
constructible_class 3
wm_objective_status 2 1 1
wm_objective_status 2 0 2
wm_announce "Allies have destroyed the Axis Artillery Radio"
}
death
{
wm_announce "Allies have destroyed the radio equipment!"
trigger gamemanager checkgame_allies
}
{
radio_equipment_axis
{
spawn
{
wait 50
constructible_class 3
wm_objective_status 1 1 1
wm_announce "Axis have destroyed the Allied Airstrike Radio"
}
death
{
wm_announce "Axis have destroyed the radio equipment!"
trigger gamemanager checkgame_axis
}
hi ya again ppl,i finally got my dynamite working etc,however for both of my objetives i have a prob.
allies have to destroy a radio and so do axis.
Now they do blow up however i want them so that say if the allies blew up axis radio for it to end the map.here’s my script.
game_manager
{
spawn
{
wm_axis_respawntime 15
wm_allied_respawntime 15
}
trigger checkgame_allies
{
wm_setwinner 1
wait 1500
wm_endround
}
trigger checkgame_axis
{
wm_setwinner 0
wait 1500
wm_endround
}
{
radio_equipment_allies
{
spawn
{
wait 50
constructible_class 3
wm_objective_status 2 1 1
wm_objective_status 2 0 2
wm_announce "Allies have destroyed the Axis Artillery Radio"
}
death
{
wm_announce "Allies have destroyed the radio equipment!"
trigger gamemanager checkgame_allies
}
{
radio_equipment_axis
{
spawn
{
wait 50
constructible_class 3
wm_objective_status 1 1 1
wm_announce "Axis have destroyed the Allied Airstrike Radio"
}
death
{
wm_announce "Axis have destroyed the radio equipment!"
trigger gamemanager checkgame_axis
}
hi ya again ppl,i finally got my dynamite working etc,however for both of my objetives i have a prob.
allies have to destroy a radio and so do axis.
Now they do blow up however i want them so that say if the allies blew up axis radio for it to end the map.here’s my script.
game_manager
{
spawn
{
wm_axis_respawntime 15
wm_allied_respawntime 15
}
trigger checkgame_allies
{
wm_setwinner 1
wait 1500
wm_endround
}
trigger checkgame_axis
{
wm_setwinner 0
wait 1500
wm_endround
}
{
radio_equipment_allies
{
spawn
{
wait 50
constructible_class 3
wm_objective_status 2 1 1
wm_objective_status 2 0 2
wm_announce "Allies have destroyed the Axis Artillery Radio"
}
death
{
wm_announce "Allies have destroyed the radio equipment!"
trigger gamemanager checkgame_allies
}
{
radio_equipment_axis
{
spawn
{
wait 50
constructible_class 3
wm_objective_status 1 1 1
wm_announce "Axis have destroyed the Allied Airstrike Radio"
}
death
{
wm_announce "Axis have destroyed the radio equipment!"
trigger gamemanager checkgame_axis
}