dynamitable objective


(blushing_bride) #1

Ok ive read and followed the following three turorials (swaggers, markos and anditylers) and read about twenty threads and im still stuck. I want a wall in a map that can be destroyed with dynamite only and only by the allied team.

first i made a basic room (info_player_deathmatch, team_ctf_redspawn, team_ctf_bluespawn, worldspawn with mapcoordsmins/maxs).

next i make a script_multiplayer (scriptname game_manager)

Then i make a wall brush right click the grid and make it a func_explosive (targetname t1, scriptname testwall, spawnflags 4).

Then i make another brush textured with the trigger texture and make it a trigger_objective_info (target t1, track the wall we are going to blow up, shortname Dynamite Wall, spawnflags 1).

Then i deselect both.

Next i select the trigger_objective_info followed by the func_exlposive and press Control+K to link them together (hence the target names t1, i read another thread where the guy did this the wrong way around so thats not my problem).

Next i make a script using notepad with the following

game_manager
{
spawn
{
}
}

testwall
{
spawn
{
wait 200
constructible_class 3
}

death
{
wm_announce “Allies have blown the wall to itty bitty pieces!!”
}
}

i save this calling it dynamitetest.script and put it in the /maps folder where my dynamitetest.bsp is.

next i load it up using the sv_pure 0, g_gametype 2, devmap dynamitetest. i play as an allied engineer walk up to the wall and i get the fist symbol, i shoot the wall with my thonmpson and it blows up… i’ve repeated this entire process about seven times now using different tutorials or looking at different threads and each time i get exactly the same result. SO (thanks anyone who is still awake reading this) i am clearly doing something wrong because its not working how it should. Perhaps i have missed something obvoius that is so obvoius that none of the tutorials or forum threads have bothered to mention. PLease if anyone can work out where my mistake is i’d be very pleased


(MadMaximus) #2

the script looks proper, so it may be in your map file somewhere, if you want, post you e-mail and i will send u a blown wall map and script ( generic ) and u can check it out from there


(blushing_bride) #3

ok thanks please send to

blushing@fsmail.net

thanks in advance


(CptnTriscuit) #4

the func_explosive entity must have a health key with a value of 0 if you only want dynamite to effect it.

this thread should be helpfull:
http://www.splashdamage.com/forums/viewtopic.php?t=2417


(MindConfusion) #5

I’m having the same problem with mine, everything is excatly the same and I’ve gone through the same tuts.

However I get a command post showing on my map instead and the wall doesn’t blow.


(blushing_bride) #6

i tried adding a health key of 0. this results in the wall becoming indestructable even to dynamite and no icons show up for it on command map of rader. Without the health key of zero i also get a commmand post icon on the command map and after destroying my wall with a gun it turns into a grenade.


(MadMaximus) #7

ok, i sent you the map and scipt bride, its 5k zipped, just a large area with the bombwall test in it. Generally i found out that if the script is proper and your getting a fist/grenade symbol and can be damaged by gunfire, then its something to do with the brushes that were made, either one is named bad or they are not refrencing themselves proper, misplaced or mistyped key type of thing. carefully recheck them all.


(blushing_bride) #8

thanks got the file and it worked a treat but better yet ive worked out what the problem is. The type of file that the script was is different to the type of file that mine was (there is no mention of this in any threads or tutorials). Mine was a normal text file (called .script) but yours was something else. I tested your map using scripts the way i had it and sure enough i got the same problems so i am fairly certian that the problem was the file type. So many many thanks now we know what the problem is can someone tell me what type of file is required to make a script. My PC did not seem to recognise it. I get the feeling ive over looked something glaringly obvoius so someone please point out my silly mistake. Thanks again to MadMaximus


(MadMaximus) #9

well, that script i wrote there was made with notepad, generally any text editor will do as long as its saved in .txt format. One problem you may encounter is that sometimes when you make a script in notepad and save it as “whatever.script”, sometimes windows will append the .txt extension on it so it will appear as “whatever.script.txt”, if thats the case, just rename the file and cut off the “.txt” part, otherwise et will ignore the file because it’s not a legit script extension.

scripts are just plain text files with the extension of .script and not .txt. programs like wordpad can also save in plain text format but you have to make shure you set it to save that way, otherwise it will embed it’s own text format in the file such as .doc or .rtf which of course will not be understood by rtcw-et.

hope that helps, and you welcome =)


(MindConfusion) #10

Thanks it all worked.

If ya don’t know how to rename a file, just save it like this:

“mapname.script”

Remember you need the “” for it to work, and of course (mapname) replace with the name of your map.


(blushing_bride) #11

yeah now mine is working too. the reason it did not work before was so stupidly simple. I was saving my script as dynamitetest.script, instead of “dynamitetest.script”. i had no idea that you needed the “” thanks everyone


(MadMaximus) #12

thats good news. now you may consider tossing in some debris after your objective wall is blown, thats incredibly easy to do and pretty’s up the look of the map.


(MadMaximus) #13

actually… im making my sewers for my map in progress at the moment and have to make 2 gates that will be dynamited with debris left after, and
while im doing it, im making a quick tutorial for it, I can post it here if you or anyone would like to see it.


(blushing_bride) #14

Yes please, if you do it mkae sure it gets put in the sticky


(MadMaximus) #15

Ok, here’s the quick tutorial I slapped together, I don’t know how to get it put in a sticky, so I will post it here. It’s all in picture format ( jpegs ) hope it helps.

I made it for the gate i was making, but like i said, its the same for a wall, just create some wall fragments, place em here and there, and turn them into a func_static, and have the wall being blown target them with the ctrl-k. thats all there is to it.

e-mail me at madmaximujs@yahoo.com or pm me here if you have any questions.

EDIT: I have repaired the tutorial to show the origin brush that i forgot to add. also, i left click, right click if you have your mouse settings different. =)


(blushing_bride) #16

Cool, to good to get lost in this forum perhaps you could get someone to post it on their tutorial site


(boomart) #17

:bump:
:clap: :clap: :clap:


(Ifurita) #18

Great tutorial. Nicely laid out, easy to follow, polished, and very complete. Do you have a web site link for it?


(Loffy) #19

Just incredible. This forum is getting better and better. Such a nice community. Are we the best bunch of mappers ever or? well, who knows. All I know is that I credited the forum in my ReadMe for Berserk and that’s because the forum is a great asset.
// L.


(MadMaximus) #20

no, no web site link for it, i just made it as i went through the motions of making my sewers. if anyone wants to put it on a web page then thats fine with me. :drink: