Dynamitable Objective?????


(S14Y3R) #81

func_constructible will be your targetname/scriptname keys in the actual entity; in radiant as in your script.

name it something relevant, like const_mg(targetname/scriptname), and make sure your trigger_objective_info targets the const_mg entity.

Then you just set up your stages with setstates(like default Grush cp).

The scriptblock is named the same as scriptname of entity:


const_mg
{

   spawn
   {
      wait 200
      constructible_class 2
      trigger self startup 
    }

}

…not sure what happened to your sky :? have you tried it in your online version of ET?


(abina999) #82

Ok, I’ll try to get the MG42 working, fixed trigger_info’s allready…

But with the sky, it just disappeared in Radiant, I made modification to map and it was there, I wasnt scripting… And next time I loaded it yesterday, the shader image was missing, same with almost every goldrush default shader’s (Only the sky were use of those shaders) But there’s alot “shader image missing” shader’s :?


(abina999) #83

ok, I got it fixed, now its constructable and destructable. The reason what maked it In-desctructable was that some “invulneable” or something like that was checked in origin entity :slight_smile: