Dynamite Problems


(DAbell) #1

Hey everyone Happy New Year and all that.

I have a strange problem on my current map project my dynamitable objectives are playing up, in the editor i have checked them all over and thay all have the relevant bit ans pieces needed.

When i fire up ET to test it, in the warm up time before the match starts all the objectives show up as dynamite symbols and you can blow them up as you should. But once the game starts for real they turn into command post symbols and you can stab them with your knife to blow them up. I’ve got a feeling it could be something to do with the scripting but i’ve gone through it and its all been working before.

Please help me i don’t want to have to delete them all and start from scratch.

Regards

David :cool:


(Mean Mr. Mustard) #2

Post your script, and I’ll take a look at it…


(DeAtHmAsTeR) #3

mwahahah! the joys of toying with objectives in ET

well… the thing here is not in the script… its in radiant.

Its the trigger brush that needs editing if your having this problem

there is a post on this a long long time ago… i think you should check that out… try searching mate.

i think the post was started by Marco.

sorry i couldnt be more precise. i havnt mapped in ages.

[FuK]DeaThM


(Serpico) #4

I’m certainly no expert, but I believe there may be a missing setting in your brush. I think it’s “Damage” and it has to be set to 0 I believe to make it a dynamitable obstruction as opposed to one that simply requires any other kind of damage to destroy. If you select your brush and hit “N” there will be some commands listed as well as their variables. Just make sure you select your object and not your trigger brush by accident. Also, I found this tutorial helpful in building dynamitable objects.
http://etmapping.andityler.com/dynamiteobject.php

Hope that helps


(DAbell) #5

Well thanks so much for your swift responses, obviously not working or not in the mood for working properly.

Serpico i know what you mean the health key set at 0 is what i think your on about and i have done that.

This is my script ( i have added an all new dynamitable objective to test things out and thats all messed up too) i followed Andi Tyler tutorial for the dynamite. Everything has been working fine then all of a sudden this time its all gone funky and i keep checking it again and again always the same result. all dyna obj turn to command post icons on map after warm up time has finished and teh game begins proper.

game_manager
{
spawn
{
remapshaderflush

	// Game rules
	wm_axis_respawntime	20	
	wm_allied_respawntime	20
	wm_number_of_objectives	4
	wm_set_round_timelimit	30

	// Objectives
	//1 Blow up Harbour Wall
	//2 Blow up South Winding House Door
	//3 Blow up South Winding Mechanism
	//4 Blow up North Winding Mechanism

	// Current main objectives for each team (0=Axis, 1=Allies)
	wm_objective_status 1 0 0
	wm_objective_status 1 1 0
	wm_objective_status 2 0 0
	wm_objective_status 2 1 0
	wm_objective_status 3 0 0
	wm_objective_status 3 1 0
	wm_objective_status 4 0 0
	wm_objective_status 4 1 0

	//Accum values
	accum 1 set 0 //Overall Allied status
	accum 2 set 2 //set 2 = null value

	// Stopwatch mode defending team (0=Axis, 1=Allies)
	wm_set_defending_team	1

	// Winner on expiration of round timer (0=Axis, 1=Allies, -1=no winner at expiration)
	wm_setwinner	0 //Assumes axis defending

	wait 2000
}

trigger objective_counter //Counts Allied objectives completed
{
accum 1 inc 1
trigger game_manager checkgame
}

trigger checkgame
{
accum 1 abort_if_not_equal 2
wm_setwinner 0
wait 4000

wm_endround
}

}

dynatest
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown up the Dynamite test”
}
}

harbourwall
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown up the Harbour Wall”
}
}

winddoorsouth
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown up the South Winding House Door”
}
}

windmechsouth
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown up the South Winding Mechanism”
trigger game_manager objective_counter
}
}

windmechnorth
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have blown up the North Winding Mechanism”
trigger game_manager objective_counter
}
}

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

buildstart final 
{ 
} 

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

  	// Some kind of UI pop-up to alert players 
  	wm_announce   "Axis team has built the construction!" 
} 

decayed final 
{ 
  	trigger self startup 
} 

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

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

}

One additional piece of info is that i recently added the .arena and .objdata files to the map and i didn’t know if these might of affected something, i have tried deleting them out and re-compiling and still the same problem occurs. There must be an easy solution to this, in warm up is there no script or a different script running why would my script change when the game starts for real.


(DAbell) #6

Last night i had a thought i wasn’t if maybe there was a limit to the number of dynamite objectives you can have in a map, and that could be what is causing the problem.

Sorry to keep on about this but my mapped is fecked up and my will is fading.

:cool:


(MadMaximus) #7

yeah… there is a limit, i think it’s 18… that’s all constructables, including mg nests. it’ mentioned in the LDR somewhere, it also says that fuedump uses the maximum, and when u think about it, u can count them all up… bridges, defences, mg’s and cp’s… ect…


(DAbell) #8

Yeah i did of reading and found that same piece of information out as well but i’m nowhere near that sort of quantity in my map i have about 5 or 6.

I have tried deleting and re forming the dynamite objectives but it still goes the same in game.

Please keep stretching your brain cells for me its really not a good start to the new year so far.

Regards

David


(DAbell) #9

I have just run the script debug command in my and below is the console log that it created, i thinking that some one who know will know exactly what the problem is from this.

logfile opened on Fri Jan 02 08:26:30 2004
]/g_scriptdebug 1
21700 : (n/a) GScript event: playerstart
21750 : (n/a) GScript event: playerstart
[skipnotify]^1<DJ>^7 entered the game
^1<DJ>^7 has joined the Allied team^7!
37050 : (n/a) GScript event: dynamited
Planted at The Harbour Wall.

==== ShutdownGame ====
------- Game Initialization -------
gamename: etmain
gamedate: Sep 5 2003
Not logging to disk.
Enable spawning!
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
devmode-> G_Script_GetEventIndex(), unknown event: spawn
Disable spawning!
0 teams with 0 entities

Setting MOTD…
devmode-> G_Script_GetEventIndex(), unknown event: playerstart
[skipnotify]Server: g_balancedteams changed to 1
[skipnotify]^1<DJ>^7 entered the game
[skipnotify]^1FIGHT!
^5PunkBuster Client: No Master Query Sent - DNS has not yet resolved for ET1.EVENBALANCE.COM
devmode-> G_Script_GetEventIndex(), unknown event: pain
devmode-> G_Script_GetEventIndex(), unknown event: pain
devmode-> G_Script_GetEventIndex(), unknown event: pain
devmode-> G_Script_GetEventIndex(), unknown event: pain
devmode-> G_Script_GetEventIndex(), unknown event: pain
devmode-> G_Script_GetEventIndex(), unknown event: pain
devmode-> G_Script_GetEventIndex(), unknown event: dynamited
Planted at the South Winding House Door.
Picked up an Ammo Pack
Picked up an Ammo Pack
Picked up an Ammo Pack
Picked up an Ammo Pack
Picked up an Ammo Pack
----- Server Shutdown -----
==== ShutdownGame ====

----- CL_Shutdown -----
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
…wglMakeCurrent( NULL, NULL ): success
…deleting GL context: success
…releasing DC: success
…destroying window
…resetting display
…shutting down QGL
…unloading OpenGL DLL

At the very beginning of the script is where i run from spawn to the first dynamitable obj and plant at that stage everything looks and works fine then the game starts for proper and it all goes wrong from there. Please don’t my suffering continue.


(chavo_one) #10

Those “unknown event” messages make me think that the game can’t find your map’s script file. Make sure that the .bsp filename and the .script filename are exactly the same.


(Mean Mr. Mustard) #11

and make sure the .script file in in the maps folder


(DAbell) #12

Like i said in my original post everything works fine just before the match starts for real so it must be finding my script, but then something happens to make ignore the script altogether.

This map has been working fine i have now stripped it down to just brushwork and i’m gonna do all the objectives and script again from scratch, i really do need your help on this one i have scoured the internet for hours and you guys are my only chance of getting some sleep again.

Please please HELP MEEEE :frowning:


(MrLego) #13

Do you have the “script_multiplayer” entity in the game?

I accidently deleted it once and everything worked in warmup but did not work once the game started.

The “mapname.script” was not being re-initialized when the round started.


(Oxygen - o2) #14

its probably a problem in the .map file, the script looks right, also make sure the format of the script file is right with the lines and spaces.

You will need a script_multiplayer![/quote]


(DAbell) #15

Well again many thanks for the guidance i’m sorry to report none of it has helped, i created a new little test map just to check nothing stupid going on with radiant or ET followed tutorial i always follow all was fine even used my current script just renamed it and it all worked fine.

I have just now gone in and deleted the script_multiplayer entity and re-formed its there and still no luck.

I’ve re-done the dynamitable door that i’d done following tutorial really closely and still no luck.

I thinking of copying all my brushwork to new map and starting from scratch no glitches could ever be carried in just brushwork could it.

The way i was planning on doing this was to filter from view all entities, then do a big selecting brush encompassing everything and select inside then make a prefab of selection then load prefab into new clear map.

Is this the right way to do it or am i gonna screw things up i will back it up before i attempt such a drastic step. I know i will lose my lights and health and ammo cabinets but thats nothing really compared to the hell i’m facing at the moment.

All the thanks in the world i will name my first child after the person who helps me solve this problem ( unless you have a really weird name). :smiley:


(DAbell) #16

Well i tried copying all my brushwork over to a new clear map i re formed a dynaite objective and exactly the same thing happened the script i used was a simple script that i had just had working in a little box test map. Renamed obviously, seriously there must be someone who knows what this problem is i have tried everything i can think of, what can cause this problem when all old entities that were in my map have gone. When a new script is used all new filenames, i just don’t know where else to look.

I would be prepared to send the file to the .map file to someone should they wish to look over it and try and see if there is anything they can see with the map in fornt of them. Along as sin doesn’t get his hands on it.


(DAbell) #17

:bump: :bump:


(DAbell) #18

Sorry but i need to bump this to keep it in peoples minds, i have still not got any answers. on this i’m currently re-building my map piece by pieceand dynamite testing each time to try and get my map to work again.

Only another 15000 brushes to copy over shouldn’t be long Uh Huh yeah.

So if anybody has any inspiration or just words of encouragement all would be appreciated, thanks guys hope your mapping projects are going better than mine.

Regards and big thanks


(Shai) #19

LOL I have this exact same problem…i’ve read that other post by marco and theres not help there either.


(Shai) #20

LOL okay i figured it out…i didnt save my script as a .script file…it was still a .txt