dyno


(rbh) #1

when i try to make a dyno wall i make the wall turn it into function explosive but when i press n the dyno button is missing is there a way round this or a way i can get the button to show ???


(S14Y3R) #2

The dyno button you’re thinking of is in a trigger_objective_info for(targetting) the func_explosive. A TOI(trigger_objective_info) must target your func_explosive, then any dynomite planted inside said toi will destroy your func_explosive and call its related death script.

your func_explosive script should look something like this:


func_explosive
{
	spawn
	{
		wait 250
		constructible_class 3   //3 dyno, 2 satchel, 1 grenade (what will destroy it)
	}

	death
	{
		wm_announce "omgarz you blew up my stuffz"
	}
}

to reinterate, you need a toi with the dyno button checked so the dyno shows on the command map for the corresponding team(s).

gl.


(rbh) #3

thats what im saying i have no dyno button on any of them (trigger /info
/target) not on any of them to check


(RayBan) #4

you could probably use this old tut as a guide, just ignore the func_static
part.

http://4newbies.planetwolfenstein.gamespy.com/debris.php


(.Chris.) #5

I think you are looking at a RTCW tutorial when you mention the checking dyno box, make sure you are looking at ET tutorial as the objectives are handled differently, the tutorial ryanban just posted should do.

Offtopic: I’ve never seen that method done with the func_static, amazing after 3-4 years you still pick stuff up, I allways setstated a script mover but that func static way looks way easier.


(rbh) #6

i tryed that link and it failed its still shootable and dont come up with the dyno icon (all it seems to do is make it easy to make a entity for folks to destroy and leave debre) i even tryed selecting the tank button and i can still shoot it


(.Chris.) #7

Oh you mean the hint icon, ah right, well you need a script for that and to declare that it’s constructable class 3 in the spawn section of the objective, check the 4th image on the link given previously.


(rbh) #8

ok i got it working i spotted a few silly mistakes and i corected some i have no idea where but it workes now

Thanks all


(rbh) #9

ok i had script working last night and now it dont work nothing has changed as far as i can see

map is called t1 at present for testing

game_manager
{
spawn
{
}
}

gate
{
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have destroyed the Gate!”
}
}

tigger texture is set to

classname trigger_objective_info
objflag 4
spawnflags 1
track blow the gate
shortname gate
target undamagedgate1

undamaged gate is set

dmg 75
health 0
classname function_explosive
mass 400
type metal
spawnflags 8
scriptname t1 (temp name till map done)
targetname undamagedgate1
target blowngate1

damaged gate is set

classname function_static
target name blowngate1
spawnflags 1


(-SSF-Sage) #10

It’s func_, not function_. :wink: I guess you just made a typo when writing here.


(rbh) #11

yep just a typo all are func_


(S14Y3R) #12

um, it looks like your func_constructable’s scriptname isn’t matching up with what’s in your script. In your script the gate is still called “gate” but in your entity it has a scriptname “t1”… and targetname “undamagedgate1” That’s probably why its not working anymore. targetname/scriptname should match scriptblock name, or at least scriptname/scriptblock…

gl.


(rbh) #13

ok i give up im deleating it all and starting again to see if i can get it working :frowning:


(rbh) #14

ok now im realy depresed i just deleted the whole gate and started again and followed all the instruction changeing all the refrences to my map name (t1) and it still wont work

undamaged gate

classname func_explosive
mass 400
type metal
spawnflags 4
targetname udgate1
target blowngate1
health 0
dmg 75

Damaged gate

classname func_static
spawnflags 1
targetname blowngate1
(start invisable ticked)


Trigger texture

classname trigger_objective_info
spanflags 1
objflag 4
track Dyno The Gate
shartname gate
target udgate1
(axis_objective ticked)

now this is exactly as the tutorial (http://4newbies.planetwolfenstein.gamespy.com/debris.php) tells you how to do it but the gate is shootable so on another post on this forum it says "in func_explosive you need to add

health 0 -this makes it indestructible to guns and knifes

dmg 75 -damage given out

so i added this to my func_explosive now its indestructible to dyno to
what am i doing wrong


(RayBan) #15

it would be easier if you posted your script and map to see whats happening,

here is a link to a sample map, you should be able to compare it to what you
have and see whats missing/wrong.

http://rapidshare.com/files/66365802/func_explosive_sample1.pk3.html


(rbh) #16

oops forgot to post script

game_manager
{
spawn
{
}
}

t1
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “Allies have destroyed the Gate!”
}
}

undamaged gate

classname func_explosive
mass 400
type metal
spawnflags 4
targetname udgate1
target blowngate1
health 0
dmg 75

Damaged gate

classname func_static
spawnflags 1
targetname blowngate1
(start invisable ticked)

Trigger texture

classname trigger_objective_info
spanflags 1
objflag 4
track Dyno The Gate
shartname gate
target udgate1
(axis_objective ticked)

now this is exactly as the tutorial (http://4newbies.planetwolfenstein.gamespy.com/debris.php) tells you how to do it but the gate is shootable so on another post on this forum it says "in func_explosive you need to add

health 0 -this makes it indestructible to guns and knifes

dmg 75 -damage given out

so i added this to my func_explosive now its indestructible to dyno to
what am i doing wrong


(RayBan) #17

it looks like… a sycamore… to me…

j/k…

um… afaik… you dont need the dmg, or the health…
what it looks like ( and im going by what you posted… ) you missed adding
the scriptname to the func_explosive as it says to in that tutorial.

since your using t1 as the scriptname in your script, make shure you
add that to the func_explosive

ie. scriptname t1


(Flippy) #18

Ask yourself this:

What is the “t1” doing in your script? What does it reference?

You will soon find out that both your func_explosive and your TOI don’t have a scriptname.

You’re func_explosive and your trigger_objective_info entities should both have a scriptname, in this case “t1”, corresponding with the scriptblock’s name that runs the desired script.

EDIT
Damn got beaten :stuck_out_tongue:


(rbh) #19

it works thanks i knew it would be someting id missed now i just got to get the obj script added to this so you can steal obj and it ends the game when you drop it off im sure i will be back lol