Dynamiteable Objects, Damage drawings not appearing .


(Chester) #1

Ok…These tutorials are lifesavers otherwise I would be just… :banghead: .
Anyways, I’m having two problems at the current point in time.

  1. I create a door with the origin brush and a textured Caulk brush but when I compile it says entity leaked. I figure I must be doing something wrong but I can still run the map no problem.

  2. I have a front door that is dynamiteable and a rear wall that is dynamiteable. When I blow up the first one I get my debris on the ground to appear but When I go and blow up the other one, the debris does not come out of the invis mode. I figure it is something in my scripting.

game_manager
{
spawn
{
}
}

front_door1
{
spawn
{
wait 200
constructible_class 3
}

	death 
		{ 
		wm_announce "Allies have breached the Front Gate!!" 
		} 
}

back_wall
{
spawn
{
wait 200
constructible_class 3
}

	death 
		{ 
		wm_announce "Allies have breached the Rear Wall!!" 
		} 
}

Any help would be appreciated.


(Chester) #2

Should I use func_static instead?


(TFate) #3

There are no setstates in that script at all. Your problem is simple and has nothing to do with the script. You need to add higher mass on your func_explosive, try 600.

key: mass
value: 600

If you want more complex debris I believe you’ll have to use setstates that can be triggered upon the death of a target. Try doing a search, I’m sure you’ll find something useful. I think it was MadMaximus who did a good image-based tutorial on getting more complex debris.

The entitiy leak problem currently has no fix besides re-doing the door. It doesn’t effect your map though.


(Chester) #4

Thank You TFate. I’ll try a higher mass since I was only using around 100-200. It’s weird how it sometimes works perfectly and other times it does not depending on what order I destroy them.

Yes…I did read and follow MadMaximus’ post and was curious if I was doing something wrong. It just screws up if I go in a certain order. Maybe it will be fine once it is all put together and release the map for play.


(Chester) #5

Ok…Yeah…I tried changing the mass to 800 and it still doesnt work properly.
I followed MadMaximus’ tutorial in order to make both objects…Ie Front door and back wall. They work great individually but as soon as I say…go and blow up the door and then proceed to blow up the back wall. The door will have the debris appear but when the back wall blows up, the invisible objects don’t show up. BUT…if you do the back wall first, the invisible objects do show up but the front door ones won’t.

Strange dilema.


(Ifurita) #6

If you copied one set of entities over to make the second wall, it sounds like you have an entity that didn’t get renamed. I ran into the same problem when I made a constructible and cloned it for another section of the map. I forgot to change the name of my TOI keys (therefore, both constructibles had the same key values) and similar problems resulted


(nUllSkillZ) #7

I had the same error with the door (“leaked”).
Just put the origin brush outside of the wall.
Should solve this problem.


(Chester) #8

Ok…I redid both destructible objects and now they seem to work properly. I must have had something wrong in the code. Though, I’m still having troubles with doors. They just don’t work correctly for me. I guess I’ll look around for another tutorial on them.