func_explosion being used by both teams?


(neotic) #1

I searched the forums and found no such post. I’m trying to make a func_explosive that is able to be blown by either team. You might wander why I’d do this; Axis would want to blow this door to gain further acess to its objective but might not want to blow it to protect their command post and Allies would want to blow this to blow the Axis command post but would not want to so to prevent further access to the objective. I want to make neither team feel safe and open to more gameplay possibilities.

I was debating on using a door operated by levers on both sides of the door. However, I saw on Daybreak (if I remember correctly) that the door if used in quick succession could be played with to prevent it opening entirely.

I also tried making two TOI’s, having them target the func_explosive and placed them on the corrisponding sides in reference to which side each team would be on which side. I even made the TOI’s go invisible when the death sequence was triggered. When the objective was blown the other team then saw a grenade… actually I just got an idea… kill/remove the TOI’s by removing the entire script after its blown. Mmh… alright that didnt work either.

Does anyone have any ideas?


(Mean Mr. Mustard) #2

Can’t you just make the func_explosive and target it with a single TOI (make sure that neither axis_objective and allied_objective is checked) – then either team can destroy the object.

BTW - I tested it first in a small map so I wouldn’t look like a fool :wink: You will have to set a CM image because the satchel didn’t show for me…


(neotic) #3

I swear I tried that, but maybe you’re right and I just forgot to mark it on the CM. Sounds like a plan to me… of course I always go about these things the hard way :disgust:


(nUllSkillZ) #4

Hmm, it should be possible to call the death function of the allied func_explosive out of the death function of the axis func_explosive and vice versa:


func_explosive_allied
{
	spawn
	{
		//...
	}
	death
	{
		//...
		trigger func_explosive_axis death
	}
}

I haven’t tested this.
So it may work.
It may not work.

May be it’s possible to setstate invisible the not used func_explosive in the death function of the used func_explosive.


(Loffy) #5

If all things fail, make two func explosives with separate script routines and entities. One of them is visible and the other is made of caulk and not visible. Make sure both teams can plant and destroy their respektive func explosive.
Whenever a func explosive is destroyed, it will automatically remove the other func explosive.
Keep on experimenting :slight_smile:
// Loffy

PS. I have used this technique in my latest map (goldeneye_bunker1). The map has a lab door - a script_mover. Allies can plant it and destroy it (to get permanent forward spawn). But they do not plant the door - they plant an invisible (caulk) func explosive that lies on the floor on both sides of the door.


(neotic) #6

Actually what I have done at the moment, was just made 4 layers of func_explosives (without any scripting tied to them, so they can be shot by anyone, small arms and what not) with lots and lots of health. A panzer puts some good damage into it, heh, its kind of fun too I guess. Ill keep playing with it, maybe I’ll try what you’ve suggested… thanks for the ideas!