Dynamite Reinforcements until Tank is over it.


(Paul) #1

Hello all :wink:

I have made a sort off ‘extended’ plateau where the tank has to stand on. After a day work i finally got the script so far it stops good etc.

But now, you can dynamite it when allied built it, only when the tank rolled on it, i don’t want that you can destroy it anymore. Else the tank will float in the air.

Anybody know how this can be done?

(the constructible type, is there one in the script so it’s ‘indestructible’?
I know of the spawnflag in the .map but then you can’t destroy it at all.

Many thx for answers :slight_smile:

And i’m getting kicked for Violation #120152 ‘game hook’
And my other test players. Anyway know this?


(stealth6) #2

lol game hook means you are trying to hack the server, well something like that, anyway sounds like pb fail.

don’t think you could make it not dynamite’able (lol is that a word?), but maybe you could make an exact copy under it, make it script_mover, and make it invisible till the tank is in position.

:smiley:


(shagileo) #3

Personally I’m not sure if that’s possible. I’ve seen the fueldump tank float quite some times over the bridge (in the beginning), when axis has destroyed it AND allies are escorting it over the (destroyed) bridge.


(Qualmi) #4

i dont know if i got your post 100% right. your problem is that you have a plateau which can be built and destroyed and you have a moment where you want it to be indestructible ?

if yes, then just create a dummy plateau, make it script_mover and setstate it invisible at mapstart. setstate it default and the “real plateau” invisible whenever you want (for example if your tank has reached a certain spline)…so far the theory…


(shagileo) #5

^sounds interesting and might actually work


(Paul) #6

Many thx Qualmi, i’ll try that out.
Only it’s really crazy about that game hook. Haven’t had that before. And so-far to see only with the map i edited. Any ideas how to fix :(?


(Paul) #7

I just tested somewhat and i’m only getting kicked with my custom map. :confused: other maps just work good.


(Miki) #8

About your PB troubles, this is what google gave me!

On Thursday and Sunday the PB software was updated and I saw plenty of kicks when this happened, some of them labeled with #125003 gamehook message, esp. after Thursday’s update. Manually update your PB client software - download PBSETUP from http://www.evenbalance.com/index.php and run it, it should fix your troubles.


(-SSF-Sage) #9

It is usually been done by forcing the bridge to stay visible when the tank has started moving over it. Qualmi is on right track. You can use a dummy func_constructible, and setstate the bridge (script_mover) invisible/default. Don’t forget to add an accum check before setstating invisible so you can then check if the tank is going over the bridge or not.

Basicly it’s a bad fix, but it is better than a floating tank. So now the bridge won’t just blow up if the tank is going over it… Afaik nobody really found a perfect solution for this. I atleast never bothered looking for one.

Edit. Looking at the title, you seem to want to blow it after the tank is passed. Then you can just setstate it to invisible when the tank has gone over it and even put up some effects if you like. Choices are many.


(Paul) #10

I think i’m gonna use Qualmi’s solution :slight_smile:
And thx Miki, it was really weird because later on the day I had no problems anymore with it :confused:
Anyway,I’m glad to know it’s not the map that has gone crazy :stuck_out_tongue:

UPDATED PB, STILL GETTING KICKED :frowning:


(-SSF-Sage) #11

One thing. I have a bad experiments changing brushes on the flight. Like setstating invisible and back to default quickly. Many times something unexpectable is going to happen at some point. Ofc you can first make it default then hide the other with a very little wait but it’s just gonna be weird.


(S14Y3R) #12

ey, this is probably too late, but there is a script command to change things indestructible:

setdamagable targetname [0/1] //0 invincible, 1 damagable 

Might come in handy for others.


(Paul) #13

:open_mouth: Many thx, now i don’t have to make a dummy or whatever :slight_smile:

Thx