Hirntown


(Miki) #1

Hi, I’m working on a new map, hirntown.

I suck at making objectives ingame, and i need a Tank and a Truck, even with tutorials I don’t find out how to do it.

What I need is the following :

Axis transport there tank (the standard tank (likein goldrush) trough a village, and they need to pass it trough a barrier, (if they pass it, they get a new spawn, but that is something i can make ;=). Then the tank shoots a gate.
Then its possible to make an assault ramp and steal 2 objectives to put on the truck… The truck needs to be brought to stafety, but therefore, it needs to pass a broken bridge, who needs to be repaired first (and can be blown by dynamite.

I know its much asked, but could someone make this for me? or at least give me good tutorials… :slight_smile:

Miki


(murka) #2

you could try my truck prefab/tut thingy…
http://www.speedyshare.com/218142176.html
and 2bit has a good tank tut http://www.pythononline.co.uk/et/tutorial38.htm


(Miki) #3

I tried that tank thing already, I edited it, combined with some Goldrush effects, but the tank just goes to x0y0z0 when it needs to fire…


(murka) #4

add an extra splinepoint to the end, where the tank never goes, it should fix the problem.


(Miki) #5

Okey that did it, but another problem :

So, the assault ramp and the objectives should only be useable when the gate is blow. Therefore, i used this tutorial (for the objective)

http://wolfensteinx.com/surface/tutorials/documents.html

and putted this in my script

(the objective name is ‘code’)

code
{
spawn
{
setstate code invisible
}
trigger boom
{
setstate code default
}
}

But, they stay invisible. If you wan’t, ill post the .map and the full script here :slight_smile:

Miki


(molotov) #6

when the tank fireing and the gate was blown in the script, try to put this line there it there is nothing:

trigger code boom


(Miki) #7

I got it there, trigger code boom, and in the same part it sais ‘trigger gate_hurt boom’ and that works, the trigger is gone …


(murka) #8

i don’t think setstate works, try alertentity… but IIRC it had something suspicious too.


(Miki) #9

Ive uploaded the map (and script) here, download it

http://annihilation.hellcoam.com/objmap.zip

Can you change it so it works plz? :s


(Miki) #10

Forget the problem above, the alert en bla bla thingy worked :slight_smile: thx for that.

Anyway, the next problem is that , after the gate , the conmaterials come, (that’s good) but after i have ‘construced’ it, it just won’t go away. I’ve uploaded the map again to

http://annihilation.hellcoam.com/objmap.zip

I don’t know why it doesn’t go away? I think the ‘built final’ isn’t used? (i added an announce, but it isn’t shown, so what do i need to do to let it go trough built final?


(zedd) #11

It’s your func_constructible that needs a scriptname, not the toi.
By the way, you need to put an origin brush in every entity, that can save you many headaches !


(Miki) #12

Okey that part works now, I have redone it and it works now. Now for the truck part i’m having alot of troubles. First of all, the code and the gfx must be put on the truck. Trough i don’t have a truck yet :stuck_out_tongue: , i have followed the next part of the tutorial here : http://wolfensteinx.com/surface/tutorials/documents.html

I have putted this in my script


truck_obj_taken
{
	death
	{
	wm_announce "Axis team has secured the A part!"
	}
}

But when I ‘secure’ a part, it goes away (so the (!) icon of the ‘objective’ taken goes away, but, the announce isn’t there?

EDIT : never mind, i found it, i have forgotten to put spawn { } in, it works now