GTKRad.1.5 and dynomite problem


(BigBugRat) #1

Hello.
I am new to forum, so hello all users.
I am also new to GTKradiant and the whole shaders/brushes idea. :o
Right now, i am trying to make my 1st map. (i have exp. in 3dmax, bryce, autocad, maya and a lot of graph. progs., so sorry for unprecised language) :).
I try to make the base gate to be exploded only by dynomite. I’ve read few tutorials, and always have the same problem. Missing click-button dynomite.
(There was such a button in GTK 1.4, but ther is no in 1.5).
I have to enter this key manually, bud i don’t know the proper values.
Please help.


(d3coy) #2

remove the key value health 30… you dont want that.

You also will need a targetnameand scriptname.

When looking at mine i dont have it either. But it works.


(BigBugRat) #3

@d3coy

Do I NEED a targetname and scriptname to make object destroyable only by dynomite?
Coz, when i was reading some tutorials from GTK 1.4, the was a button
DYNOMITE, and it solves the problem.


(DerSaidin) #4

It may have had a button for a dynomight flag in previous versions, though afaik, the only (or at least the standard) way of doing it is to set a script name for the entity, then in the mapscript


entityname
{
	spawn
	{
		wait 200
		
		constructible_class 3
	}

	//......
}

(Violator) #5

Here’s a working example -

func_explosive entity in map (large wooden door) -

spawnflags 4
type       wood
mass       300
scriptname maindoors
targetname maindoors
classname  func_explosive

in the script -

maindoors
{
  spawn
  {
    wait 200
    constructible_class 3
  }

  death
  {
    wm_announce "Allies have destroyed the Main Entrance doors"
    wm_objective_status   1 0 2
    wm_objective_status   1 1 1
  }
}

(murka) #6

i have 1.4 but i dont have such a button, u shure u had that in 1.4?
maybe u looked at a different entity
i always use this:

func_explosive:[ul]
scriptname:gate
targetname:gate
target:gate_bits
mass:800
type:wood[/ul]

trigger_objective_info:[ul]
scriptname:gate_toi
targetname:gate_toi
target:gate
shortname:Gate[/ul]

and func_static with start_invis spawnflag with targetname:gate_bits

script:

gate
{
    spawn
    {
        wait 100
        constructible_class 3
    }

    death
    {
        wm_announce "^7The gate has been destroyed^1!"
        trigger gate_toi remove
    }
}

gate_toi
{
    trigger remove
    {
        remove
    }
}

(nUllSkillZ) #7

The dynamite button may appear if you are mapping for RTCW (slightly different I guess).
Have you read tutorials about mapping for RTCW?


(BigBugRat) #8

ha, for sure it was for RTCW. Thanks. I thought I was crazy!.
By the way, thanks dudes for advices. :slight_smile: