Free xp? Maybe, maybe not?


(Darkix) #1

Yeh, I had an idea.
If an Axis Enginerr could construct and destruct something, they would get free xp.
But it wasn’t working for me.
Does someone know a way to do something like that?
Like free xp :wink:
Oh and, how do you make landmines in GtkRadiant?
Like in LOL_funpark.
-Matt


(murka) #2

landmines are one of those entities that come with the extra entity pack(use search).
how much exp eng gets for const/dest obj is what you set in the entity(or was it in the script).


(Wezelkrozum) #3

you could make your own landmines :stuck_out_tongue:
try this:

[trigger_multiple] - - - - > [func_explosion]

Trigger_multiple:
target landmine1

Func_explosion:
Targetname landmine1


(Darkix) #4

[QUOTE=murka10;174655]landmines are one of those entities that come with the extra entity pack(use search).
how much exp eng gets for const/dest obj is what you set in the entity(or was it in the script).[/QUOTE]

Kk, i’ll do a search.
How do you set xp in script?
:slight_smile:


(Darkix) #5

I searched and I cannot find where to set the xp in the script :frowning:
Someone help :slight_smile:


(broloi) #6

Constructible_constructxpbonus <value> & Constructible_destructxpbonus <value>

:smiley:


(Darkix) #7

Where?
In the script or in the Trigger_objective_info? Or in the Func_explosive?
This is a script:
// =================================================
allied_destructible
{
spawn
{
wait 300
constructible_class 2 // 2=satchel 3=dyna
}

death
{
	alertentity allied_destructible_bits
	trigger allied_destructible_toi remove

	wm_announce "The Allies have destroyed the allied_destructible!"
}

}

allied_destructible_toi
{
trigger remove
{
remove
}
}

So where in there?
Or when I put it in GtkRadiant Func or Trig, It says ParseEPair token too long.
So what?


(Darkix) #8

Also, I wanted the landmines that were only for 1 team.
The other team could do the “Landmine Found” cover ops thing for xp :slight_smile:
Anyways, help with the bonusxp please :slight_smile:


(murka) #9

write it under the constructible_class in yer script and it should work.


(Darkix) #10

I want the Destructible one.
And it comes up with Unknown action Constructible_destructxpbonus
Any ideas?


(Darkix) #11

Still Unresolved.


(th0rn3) #12

landmines are in entity misc_landmine


(Darkix) #13

kk, i’ll check.
Still need to know about the Xp Bonus!
Urgent.

Using GtkRadiant 1.4.0
Don’t have a misc Landmine


(Darkix) #14

Still Unresolved.
I urgently need this!


(-SSF-Sage) #15

Post your script again and relax! If you have so hurry to get it work that you need to post every 10 min, I think you are not patient enough. Learning mapping and making maps takes a lot of time and patience.

What comes to the wezels way of faking the landmines, you can set that trigger_multiple with team and class specific activation. So for example only allied medics can trigger it.

Or then you can use misc_landmine and choose the allied OR axis spawn flag. You said you don’t have it, search the forums for new entities update, or just use the newest 1.5.0 (26.04.07) ;).


(Darkix) #16

K, lemme post my script.
It’s just for Destruct.

// =================================================
TankStorageDoor1
{
spawn
{
wait 300
constructible_class 3 // 2=satchel 3=dyna
}

death
{

trigger TankStorageDoor remove

wm_announce “The Allies have destroyed the Tank Storage Door!”
}
}

TankStorageDoor1
{
trigger remove
{
remove
}
}

That’s my script and it works fine.
I just want when it’s destructed the Engineer gets more xp than 10.
I’ll try to be more patient. I just told the clan I’d have this done tomorrow :stuck_out_tongue:
Thanks for your help.
-Matt


(Darkix) #17

Constructible_constructxpbonus <value> & Constructible_destructxpbonus <value>
I’ve tried putting that everywhere in the script and on Gtk and it ain’t working :frowning:


(-SSF-Sage) #18

Ohh. I noticed one thing. You are having a destructible (I didn’t read that good…). I wonder if that command even works for func_explosion. I think that works just with func_constructible, again too lazy to test these out. How ever there is a nice little key in the TOI (trigger_objective_info). So go to the radiant, “open up” the TOI by pressing N. Give it a key: score and a value: 10 and hit enter. Then compile and go dyno the door.

Btw. work that script out. You have a typo with the scriptnames in the script. And you shouldn’t even need to remove that TOI anyway.


(Darkix) #19

kk, lemme try.
I have a func constructible I’d like to do it with too :slight_smile:


(Darkix) #20

Kk, tell me how to do it with Func_constructible :stuck_out_tongue:
And for the destruct it didn’t work.
I used Score and 12345 as value.
I have: TOI[Func_Exp]TOI So the Toi is around the func_explosive :slight_smile:
Why isn’t it working?
GtkRadiant 1.4 btw.
Edit:
“Score” If targeting a dyna obj, give this score when blown.
Score
12345

Uh… Why isn’t it working???
Changed the score to 100, still didn’t work.
Blew up my obj, but gave me 10 xp. Not 100.
Changed the TOI still doesnt work.