Make it a sticky!!!
:bump:
dynamitable objective
If you don’t mind, I can put it up on my page, RTCW/ET 4 Newbies, under the mapping section.
Very nice layout and it certainly tells a story or two! Couple of things are missing thou, you should recommend adding origin brushes to all “trigger_objective_info” (TOI) entities. (It can cause problems with the command map co-ordinates)
I would not recommend using “func_static” entities but use “script_mover” entities instead and spawnflag 2 (solid). As you got to have scripting for the TOI you can hide the “script_mover” entities in the spawn function along with the construction class. In your 4th page you have all the broken debris as seperate func_static’s, why? just create one.
Sock
:moo:
actually, im not shure why it shows that way, i selected them all and made then into the func_static together, when i split them apart, thats how the paths went, i think ( but im not shure ) is if u select a pile of different brushes like that and make them a func_static and then drag one or a few brushes away from each other it just draws the paths to it from it’s origin… but again im not shure.
and it can be done with a script mover, but to me, it’s easier to do it this way and let the debris show with the func_static thats all ‘ingame’ instead of using a script mover, however i could make an alternate tut like the one above showing it done with the script mover instead of a func_static, but i hope the func_static doesnt become an obsolete way of doing things like this, as i like the simplicity of it.
Couple of things are missing thou, you should recommend adding origin brushes to all “trigger_objective_info” (TOI) entities. (It can cause problems with the command map co-ordinates)
oops, your right sock… my bad… one of the problems i had when learning scripting for ET was the origin brushes, i put them in my constructables that required scripting, i simple forgot to add them while i moved from radiant to paintshop while i did the tut.
all comments are always appreciated.

I did the exact same thing using func_explosive for both destroyed and undamaged parts. From what I gather, a func_explosive just means that the brushes are in one of two states: visible or invisible and when trigered a func_explosive just switches states. So if it starts visible it becomes invisible and if it starts invisible it becomes visible. So basically I made the debri and destroyed parts start out invisible and the undamaged brushes start out visible. When func_explosive is trigered the two groups switch states and voila…There’s no extra scripting required besides the basic stuff that you have in your script too.
Good stuff…
Another thing,… I select all funk_mover or func_static (didnt understand the difference) and clone them. After that I made them to trigger hurt and gave them the same targetname as the func_static. With life 10 and dmg 120 players cant get stuck in debris,… so u can let big rocks or so blow away :-).
First I thought this would work just with func_mover but there was no difference between func_static or func_mover,… players get stucked whatever u use,… spawning triggerhurt worked
Ah yes there is one difference,… for the mover u need a script :disgust:
Sock,
In goldrush map, when the tank turns left to pass under the gateway (after first barrier) ; i’ve noticed it hits and breaks an arch edge with its cannon. Are there several states of animation in this case ? Is it a script FX ? Because i can see many little debris “fall from the wall” (moving).
The goldrush map is given away with the ET editing tools, check it out. The extra rubble is generated from a “target_explosion” entity. Creating loads of really cool rubble on the ground maybe good for SP but not really practical for MP situations. It gets in the way and as some people have found out it and it can cause players to be stuck in the ground when it is triggered into the map as well. Creating a broken version of something that blows up is good but it should not get in the way of the players.
Sock
:moo: