Dynamitable Objective?????


(kamikazee) #61

Holy ****! A triple post!
And that of this length… Better remove some, if possible.

About your code:

  • First of all you put the “Bla team have destroyed bla bla bla” in the spawn trigger. What’s the use of this?
    -Sure “radio_equipment_allies” is the axis radio in the axis camp which can be destroyed by allies?
    -Check your targetname keys for the entities. If these are not right the same as the name you use in the script, the script won’t work.

(EB) #62

Do me a favor and scrub your previous/un-needed posts…this thread may be needed later and the clutter may cause confusion.


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
		
  }

        death
        {
                wm_announce	"Allies have destroyed the Axis Artillery Radio"
                trigger game_manager checkgame_allies
         }
}

radio_equipment_axis
{
        spawn
        {
                wait 50
		constructible_class 3
	}
         
         death
        {
             	wm_announce	"Axis have destroyed the Allied Airstrike Radio"
                trigger game_manager checkgame_axis
}
}

You need more practice with scripting before proceeding beyond this point…
There were about a dozen errors I corrected. I suggest comparing yours and mine while trying to make sense of it all…and tutorialize yourself a LOAD !


BTW…this will only work IF your map is set properly. I have ONLY removed errors and CAN-NOT read your mind. ------ok, I am done now. later


(VoYthas) #63

Arghh… Sorry guys for my question… but it’s really confusing.
I can’t make dyno-wall.
I made this:

SCRIPT_MULTIPLAYER

scriptname game_manager
origin -288 472 152
classname script_multiplayer

FUNC_EXPLOSIVE

dmg 75
health 0
spawnflags 4
scriptname wall_1
mass 650
type brick
classname func_explosive

TRIGGER_OBJECTIVE_INFO

score 20
objflag 4
track the Wall
classname trigger_objective_info
spawnflags 1

FULL SCRIPT

game_manager
{
spawn
{
}
}

wall_1
{
spawn
{
wait 200
constructible_class 3
}

death
{
wm_announce “Allies have blown the wall to the Building!”
}
}

Can you help me find the problem?
My wall:
Can’t be destroyed. There are no dynamite in map.
Thanks in advance guys.


(FireFly) #64

the TOI needs to target the wall for it to work.

Some minor notes: the func_explosive does not need a dmg nor a health key to make it work. Also within the TOI entity: the “objflag” key won’t do anything: see here for more info if you’re interested…

Try this one instead:

FUNC_EXPLOSIVE 

spawnflags 4 
scriptname wall_1 
targetname the_wall
mass 650 
type brick 
classname func_explosive
TRIGGER_OBJECTIVE_INFO 

score 20 
track the Wall 
classname trigger_objective_info 
spawnflags 1 
target the_wall
scriptname toi_wall
targetname toi_wall

(VoYthas) #65

Nothing happened. :frowning:


(EB) #66

example dynamite a rock map

The .map is included


(VoYthas) #67

thx dude.
Now i know where was my error. You rocks!


(=PoW= Kernel 2.6.5) #68

I’m having a rough time with dynamitable objective too.

BTW - Many of the links in this sticky to various tutorials are no longer valid.

I downloaded EB’s test map to get some idea of where my problem lies.
My first questions are: You have no origin brush connnected to the trigger brush. I thought I saw that you needed that somewhere else in this thread.

For the Axis, the dyno symbol shows on the map, of Allies it shows as a missing texture(icon).
How would that be fixed?

Thanks for any help.


(EB) #69

I made that map so long ago that I don’t even remember what it looks like.
…I will take a look at it and then reply again in a few hours.


(EB) #70

OK, I recompiled that .pk3 for you and whoever else needs the file.

The origin brush is in place(it is a “good habit” to use origin brushes) and I used a customallies image as well.

…so re-download the file and take another gander, ok ?


(=PoW= Kernel 2.6.5) #71

I checked out your stuff and compaired it to what I had in my map.
Everything SEEMED OK but my stuff wasn’t working.

Finally I deleted the Trigger and origin brushes, readded them and recreated the trigger_objective_info entity.
Now it works - GO FIGURE.


(Harty) #72

Sorry if this has been posted before but I have been looking. Was wondering what needs to go into that script so that when the wall is blown it ends the game and allies win? Thanks in advance


(Flippy) #73

if you have your wall destructable and all, you just need this in the death fucntion:


death
{
   wm_announce "Bla has been destroyed"
   trigger game_manager allies_win
}

and then in game_manager:


game_manager
{
   spawn
   {
   // usual stuff
   }

   trigger allies_win
   {
        wm_setwinner 1   // Sets winner to 1 = allies (if im not hugely mistaken lol)
        wait 500
        wm_endround
   }
}

you might not need the wait behind wm_setwinner 1 but im not sure… ill leave that to the pro’s :stuck_out_tongue:


(Harty) #74

Thanks for the help and the fast reply :slight_smile:


(=PoW= Kernel 2.6.5) #75

say… that script looks familiar but I just can’t place it.


(Flippy) #76

the script i posted? that’s a standard script… i typed it right here in the “Post a reply” window…

if you look in the goldrush script im sure youll find the same… (although i havent checked)


(Maek|) #77

This topic helped me a lot, thanks guys! :slight_smile:


(abina999) #78

I need quick reply how I can set my mg42 also destructable with satchel charge and dynomite, heres the script



game_manager
    {
   spawn 
    {
    }
       }


construction_script 
{ 
   spawn 
   { 
      wait 200 
      constructible_class 2 
      trigger self startup 
   } 

   buildstart final 
   { 
   } 

   built final 
   { 
      setstate construction_extra default 
      setstate construction_mg42  default 
      setstate const_tower        invisible 

      // Some kind of UI pop-up to alert players 
      wm_announce   "Allied team has built the ledge mg42!" 
   } 

   decayed final 
   { 
      trigger self startup 
   } 

   death 
   { 
      trigger self startup 
      // Some kind of UI pop-up to alert players 
      wm_announce   "Axis team has destroyed the ledge mg42!!" 
   } 

   trigger startup 
   { 
      setstate construction_extra invisible 
      setstate construction_mg42  invisible 
      setstate const_tower        default 
      repairmg42 construction_mg42 
   } 
} 

So just info what entitys should i add ingame and if possible, an script lines for make that destructable with satchel and dyno, I must be repairable after the destroying too, I have tryed everything and I should make final version tomorrow, so Im hopeless to get this in-game :? :frowning:


(S14Y3R) #79

your construction_script needs to be a func_constructible targetted by a trigger_objective_info with proper team flags checked. Especially if its to be “constructed” a func_constructible is what you need. :stuck_out_tongue:


(abina999) #80

Well I can build this but not destroy back to construction stage, so I would like to make it re-buildable and re-destructable ? That works if I change the construction_script to func_constructible? and change the in-game target script’s pointing to this ? like:



[u]func_constructible[/u]
{ 
   spawn 
   { 
      wait 200 
      constructible_class 2 
      trigger self startup 
   

??? This is the final thing I need to fix… :expressionless: And then taht sky too, but I try to run with fueldump sky first… and then change the sky back to goldrush if I can :frowning: