Dynamite Objective problem PLEASE READ NO REPLIES T_T


(tristar2002) #1

ive got a Func_explosive object scriptname gate and this script yet i can destroy it with any weapon how do i make an only dynamiteable object thanx :banghead:
// =================================================
gate
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}

death
{
	alertentity gate_bits
	trigger gate_toi remove

	wm_announce "The Allies have destroyed the gate!"
}

}

gate_toi
{
trigger remove
{
remove
}
}


(tristar2002) #2

oh and i know it says 3= dynamite but it isnt working
and also the triggers scriptname is gate_toi


(Flippy) #3

erm, i dont think you need to remove the TOI, the game does that by itself

your script looks OK though… make sure your func_explosive has no “health” set or something…
the only things you need are:

func_explosive
scriptname
targetname

trigger_objective_info
scriptname (give it the same scriptname as your func_explosive!)
target (give it the targetname of your func_explosive)
track
shortname

and maybe spawnflags “axis_objective” or “allies_objective”

if you have more key/value’s set, please tell us which ones…

EDIT:
I just saw that in the script you use “gate” as your func_explosive and “gate_toi” as the scriptname of your TOI… this is wrong, you have to give the TOI and the func_explosive the same scriptname for it to work.