Hiding a func_explosive?


(G0-Gerbil) #1

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:

  1. destroyed version of wall (rubble) - script_mover.
  2. solid version of wall - script_mover
  3. func_explosive version of wall
  4. 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?


(Moonkey) #2

I think it’s the CM marker that you need to make invisible. That’s the way they do it with docs type objects that need to disappear from the CM


(G0-Gerbil) #3

A func_explosive doesn’t have a cmm…
I tried setting one up and targetting the TOI (can’t do it the other way around because the TOI has to target the func_explosive) but it doesn’t make any difference.

I tried using a func_constructible, but to be brutally honest I’ve not actually got one of these damn things to work fully bug free yet.

If anyone has a thorough func_constructible tutorial, show me the way - because quite frankly the ET docs are about as clear as mud on that particular aspect.

It’s like being a n00b all over again :smiley:


(G0-Gerbil) #4

OK new setup which works is as follows:

  1. visual solid wall replacement (script_mover)
  2. func_constructible (small set of clip brushes at ‘weak’ part of base of wall)
  3. toi pointing to 2
  4. cmm for the whole lot
  5. toi pointing to 4 - this toi is hidden (IE under ground where no-one can get into it - since I use the track from toi 3)
  6. destroyed version of wall (script mover)

At start:

  • Hide 2, 3, 4, 5, 6

When blowable:

  • Show 2, 3, 4, 5

When blown

  • Hide 1, 2, 3, 4, 5
  • Show 6

Sure seems like a lot of effort, and a waste of a TOI (since you can only have a few in each map). I gotta be doing something wrong here, even if this way works :frowning: