I’ve got a func_explosive that can only be blown after certain criteria can be met, and should be invisible on the CMM until then (although visually in-game it’s visible in it’s undestroyed state obviously).
I’ve got all that working, only trouble is, even when I’ve setstated the func_explosive and it’s associated TOI, you still get the darned dyno icon on the CMM.
Currently I have:
- destroyed version of wall (rubble) - script_mover.
- solid version of wall - script_mover
- func_explosive version of wall
- toi
the toi points to the func_explosive.
Both are setstated to invisible at map start, as is the destroyed rubble.
The solid version of wall (2 above) is simply a visual proxy that’s shown at map start.
When conditions are set for the wall to be destroyeable, I setstate invisible the solid version (2), setstate default the toi and func_explosive (3 and 4). When blown, I setstate invisible (3 and 4), and setstate default the rubble (1).
Just need to get rid of the damn dyno icon until the wall can be dynamited.
Can’t seem to get rid of it - so am wondering if I should swap to a func_explosive, but to be honest I’m still bloody confused by it - what is the exact set up I need?

