Engineering an explosive brush to solid


(Higgins) #1

If I wanted to have lots of cubic blocks, which are set to explosive, would I need to give them all scripts for an engineer to make them solid?

Also, is there a way I could change the texture on the brush? Would I just hide the one that was there?


(nUllSkillZ) #2
  1. [li]One constructible can contain of several brushes.
    [/li]So you could merge all brushes into one entity
    (select all brushes, rightclick, select the entity)
    There’s a method to add brushes to an entity.
    Unfortunately I can’t remember at the moment.
    [li]remapshader + remapshaderflush
    [/li]In the script:

    remapshader ORIGINAL_SHADER NEW_SHADER remapshaderflush

    To reverse the change:

    remapshader ORIGINAL_SHADER ORIGINAL_SHADER remapshaderflush

(Higgins) #3

Urm, so I could have around 500 brushes and I can make each one solid at a different time? Because I want to try out an idea for a dungeon keeper map.


(nUllSkillZ) #4

No not at a different time if they should be constructible.


(Higgins) #5

So I would need 500 scripts for 500 blocks if I want an engineer to be able to make them solid from being explosive?


(Flippy) #6

what do you mean with making them solid?? i dont get it… but if you simply mean a constructible to build if you are engineer, (like the ramp on battery, the tankbarriers etc) then yes you would need 500 different entities and 500 different scriptblocks


(Higgins) #7

Well the blocks will be set to explosive, so you can shoot them to bits, but when an engineer comes along to mend them, it becomes a non explosive brush.


(kamikazee) #8

It should be “destroyable” instead of explosive, which makes a difference in W:ET.
But yes, you’d still need a script for each block.

However, there is hope. Script blocks can be “shared”, each block with the same scriptname uses the the same scriptblock from the scriptfile but will run independently. (This is a hell to debug though, as each block has it’s own accums)

If this is not clear, I could explain it more thoroughly how it works internally.


(Higgins) #9

What wouldthe script look like if I wanted to just copy and paste it 500 times? I mean for the func explosive to be constructed so it is hiden and a new brush is un-hiden which would be a dyno wall.


(kamikazee) #10

As I said: it’s not necessary to copy things. As each block behaves similarly, you can just assign the same scriptblock to all blocks.

The only problem I see is how to make the brushes constructible… W:ET only supports about 18 TOI’s and AFAIK each construction needs one.


(nUllSkillZ) #11

Is it possible to create entities with ET-Pro mapscripts during the runtime of a map?
Or only at the spawn of the map?


(kamikazee) #12

AFAIK only at map spawn.


(nUllSkillZ) #13

Another suggestion for re-texturing:
You can set the brushes to brushes that are textured different with the setstate action.