Dynamite stuff / Objectives


(cementosje) #1

Hi,

i 'm searching some scripts for dynamiting stuff, constructing stuff, and objectives plz help :???:


(cementosje) #2

I know how to break stuff with knife, nade’s , weapons, but i wanna know how ya do it with so it only works with dyna!


(nUllSkillZ) #3

I’ve found this thread by searching the forums:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=2417&highlight=func+explosive

There are also sticky threads at top of the forum which contains some good information.

And here’s the link of sock’s enhanced Level Designers Reference:
http://www.planetquake.com/simland/ldr1_1/

Unfortunately this is not working at the moment but I think it will be back soon.
You can also look at the LDR that ships with Radiant (via help-menu).


(cementosje) #4

Tnx m8


(cementosje) #5

Omfg i understand shit of it


(cementosje) #6

I just have to know, how to make breakable things, into only breakable things by dynamite :confused:


(Malverik) #7

you absolutely need the trgger_objective_info brush and some scripting to get it working

I’ll send you some info when i get home if no one else has


(nUllSkillZ) #8

Short description (basics):

  1. [li]Requirements
    [/li][list=a:ccc8685ff0]
    [li]a map
    [/li][li]a “script_multiplayer”-entity within the map
    [/li](right click within the map and choose “script/script_multiplayer”)
    [li]Key / Value pairs
    [/li][list:ccc8685ff0]
    [li]Key: scriptname
    [/li]Value: game_manager

[/list:o:ccc8685ff0]
[li]Brushes, entities and script
[/li][list=a]
[li]“func_explosive”
[/li][list:ccc8685ff0]
[li]one brush that is used as dynamitable object
[/li][li]mark this brush, right click and choose “func/func_explosive”
[/li][li]Key / Value pairs
[/li][list:ccc8685ff0]
[li]Key: scriptname
[/li]Value: scrWall
[li]Key: targetname
[/li]Value: Wall
[/list]
[/list:u:ccc8685ff0]
[li]“trigger_objective_info”
[/li][ul]
[li]create a new brush around the “func_explosive”-entity and choose the trigger texture
[/li][li]create another brush near this brush and choose the origin texture
[/li][li]mark both brushes, right click and choose “trigger/trigger_objective_info”
[/li][li]Key / Value pairs
[/li][list:ccc8685ff0]
[li]Key: shortname
[/li]Value: Wall
[li]Key: track
[/li]Value: the Wall
[li]Key: target
[/li]Value: Wall
[/ul]
[li]choose “axis_objective” if allied should dynamite the “func_explosive”
[/li][li]choose “allied_objective” if axis should dynamite the “func_explosive”
[/li][/list:u:ccc8685ff0]
[li]Script
[/li]The Script has to be in a file named “mapname.script” located in the “map”-directory.
Remark: The “func_explosive” isn’t an objective.


game_manager
{
	spawn
	{
		// Game rules
		wm_axis_respawntime	30
		wm_allied_respawntime	30
		wm_set_round_timelimit	10

		// ...
	}
}

scrWall // scriptname of the "func_explosive"-entity
{
	spawn
	{
		wait 200
		constructible_class 3 // 3 for dynamite / 2 for satchel
	}
	death
	{
		wm_announce "The Wall has been destroyed!"
	}
}

[/list:o:ccc8685ff0]
[/list:o:ccc8685ff0]


(nUllSkillZ) #9

And in this thread you will find a short description covering the theme “constructibles”:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&p=65349


(cementosje) #10

hm k i’ll give it a try