Func_Explosive missing options...


(Binky) #1

I am trying to create a wall that can only be destroyed by dynomite, and an currently trying to work through a tutoral for it. However it says to select the object and make it a func_explosive (done easy enough), and select “Dynomite”. However my “Dynomite” option seems to be missing from the options in addition to “Explo”.

Is there something I am missing here? Is there another option elsewhere that needs to be set to make these options available?

Just to complete the picture I do have the “start_invis”, “touchable”, “useshader”, “lowgrav”, and “tank” options… but no “Dynomite” or “Explo”.


(nUllSkillZ) #2

You have to set this option in the script.
So you will need a “script_multiplayer”-entity within your map.
This entity needs:
key: scriptname
value: game_manager

The script file (simple text-file) has to be in the maps-subdirectory and has to be named “mapname.script”.

The script contains several scriptblocks ( please look at Ifurita’s tutorial: http://planetwolfenstein.com/4newbies/Map_Scripting_4_Newbies.pdf )

Simple script (only for the func_explosive / without game rules):


game_manager
{
	// game rules here
}

FUNC_EXPLOSIVE_SCRIPTNAME
{
	spawn
	{
		wait 200
		constructible_class 3 // 3 for dynamite / 2 for satchel
	}

	death
	{
		wm_announce "func_explosive has been blown up!"
	}
}


(chavo_one) #3

It sounds like you are following an old RtCW tutorial. There is no “Dynomite” check box when mapping for ET.

What you probably need to do is create a func_constructible and set its constructible_class to 3. You’ll also need to check the “start_built” check box on the func_constructible as well.

EDIT: Does the constructible_class work with func_explosives? If so, do what nullskillz said.