et pro, battery back door, how?


(Loffy) #1

Hi!
I just played Battery and the back door was dynamitable. I know it came with ET pro 3, but how? How is it possible for a program (ET pro) to change a map? I’m lost. Enlight me.
// Loffy


(chavo_one) #2

It looks like it is a script change coupled with some fancy coding.

Get a load of this from the etpro battery.script:

game_manager
{
	spawn
	{
		//bani
		create
		{
			scriptName "backdoor"
			classname "func_explosive"
			targetname "backdoor"
			origin "4608 -4594 1024"
			mins "-63 -10 0"
			maxs "63 10 128"
			spawnflags 1	// AXIS_OBJECTIVE(1)
			eflags 65536	// EF_FAKEBMODEL
			svflags 1	// SVF_NOCLIENT
		}

		//bani
		create
		{
			scriptName "backdoor_obj"
			classname "trigger_objective_info"
			targetname "backdoor_obj"
			target "backdoor"
			origin "4608 -4601 1024"
			mins "-95 -85 0"
			maxs "95 85 128"
			spawnflags 17	// AXIS_OBJECTIVE(1) | CUSTOMIMAGE
			track "the Back Door"
			shortname "Back Door"
			customaxisimage "gfx/limbo/cm_radar_maindoor"
		}

I’ve edited this post like 5 times. I should learn to fully investigate before opening my mouth :slight_smile:


(xplozyph) #3

It is (nearly) as simple as it sounds: etpro is a mod, as a mod it can dynamically create and check out world (the level, if you prefer) geometry (and also dynamicallyt create and check out entities and models).

The scripts you are using for your maps (the *.script files) are read out and interpreted by the mod (etmain, etpub, etprob, shrubet, etc…), that’s the mod that does animate the entities, etc… not the core ET engine :slight_smile:

If you doubt, just download the ET 2.60 SDK on id Software’s FTP, install it and go look the game/g_script.c and game/g_script_actions.c :wink:


(Father) #4

http://wolfwiki.anime.net/index.php/Map_scripting


(SCDS_reyalP) #5

Some of the etpro mapscripting features are supported by etpub and related mods. Some of them were also included in etmain 2.60.


(xplozyph) #6

Yes:

//bani
	{"set",							etpro_ScriptAction_SetValues},