problem:
i make a tunnel:
in the tunnel is “the first blockade” destroyable by allies with one dynamit…
the scond blockade should be destroyed only if it had been dynamited from two sides (becaus it is a big blockade).
this doesnt work but i think i can fix it.
the third blockade isn’T a blockade yet.
there are two triggerobjectiveinfo entities:
scriptname stutzetoi(well strange name… i’m german ^^) :track: the dangerous part
scriptname blocktoi :track: the third blockade
in my script is set the first one default, the second one invisible…
BUT is see the track of the second one !
at first there isnt a blockade:
you can built sustainer: now the “the dangerous part” toi is set invisible and the multiple entity, too…
IF the multiple entity is default because you didnt built the sustainer;
the multiple entity should set the third blockade default… i treid it, i see it, but i walk through it.
now there is a third blockade:
you can dynamit it: the “the third blockade” toi is set invisible and the “the dangerous part” toi is set default…
now things begin from new…
if you build the sustainer the multiple entity doesnt set the third blockade default…
(axis could destroy the sustainer)
if you dont build it… you walk a bit and then the 3rd blockade is behind you.
as i have said i walk Through the 3rd blockade and i cant blow it up, no sound “dynamit” planted appears.
so i think the multiple entity cant “construct” the 3rd blockade.
my script is veeery orderless… if you dont want to watch at it just do not watch at this:
game_manager
{
spawn
{
wm_allied_respawntime 1
wm_axis_respawntime 1
wm_set_round_timelimit 60
wm_setwinner 0
wm_set_defending_team 0
wait 150
setstate defaultallieswobj default
setstate defaultaxiswobj default
setstate 2ndaxiswobj invisible
setstate 2ndallieswobj invisible
setstate bunkerallieswobj invisible
setstate bunkeraxiswobj invisible
setstate lastaxiswobj invisible
setstate 2ndaxis invisible
setstate 2ndallies invisible
setstate bunkeraxis invisible
setstate bunkerallies invisible
setstate lastaxis invisible
setstate defaultallies default
setstate defaultaxis default
setautospawn defaultallieswobj 1
setautospawn defaultaxiswobj 0
wait 300
alertentity defaultaxis
alertentity defaultallies
}
}
( do not correct the spawns, thats not my problem yet)
second1 (TOI… 2nd blockade which must be destroyed by two dynamites)
{
spawn
{
globalaccum 0 set 0 ( it shoul solve the problem that one dynamite blows it up but it doesnt)
}
}
second2 (the other TOI of the second blockade… )
{
spawn
{
globalaccum 1 set 0
}
}
stutze (sustainer func_constructible)
{
spawn
{
globalaccum 2 set 0
constructible_class 3
setstate block invisible ( block= TOI “third blockade” )
setstate baut default ( baut= TOI “dangerous part”)
}
built
{
globalaccum 2 set 1 ( this does not need to be global i correct it later)
setstate stutzemultiple invisible ( the multiple entity)
}
death
{
globalaccum 2 abort_if_not_equal 1
globalaccum 2 set 0
setstate stutzemultiple default
setstate block default
setstate baut invisible
}
}
blocktoi (Scriptname of the “3rd bloackade” TOI )
{
spawn
{
setstate stutzemultiple default
}
}
stutzemultiple ( multiple entity)
{
activate
{
setstate stutzemultiple invisible
setstate block default
setstate baut invisible
alertentity stutze ( my try to set up the 3rd blockade)
setstate stutze default ( " )
}
}
funcfirst (Func_constructible of the first blockade … this works
)
{
spawn
{
constructible_class 3
}
death
{
wm_announce “first blockade destroyed”
}
}
funcseconda (func_constructible first part … (remember: it needs to dynamites) )
{
spawn
{
constructible_class 3
}
built
{
globalaccum 0 set 1 ( acccum 0 and 1 have the status 0 or 1 = not destroyed, destroyed)
}
death
{
wm_announce “second blockade damaged”
setstate secondb default ( <-- both func constructibles were destroyed => set the otherone default… doesnt work)
globalaccum 1 abort_if_not_equal 1 ( if the other one is “destroyed” (globalaccum!), too than set both invisible,… doesnt work)
wm_announce “second blockade destroyed”
setstate seconda invisible
setstate secondb invisible
}
}
funcsecondb (the same with the second part of the second blaockade to danymite)
{
spawn
{
constructible_class 3
}
built
{
globalaccum 1 set 1
}
death
{
wm_announce “second blockade damaged”
setstate seconda default
globalaccum 0 abort_if_not_equal 1
wm_announce “second blockade destroyed”
setstate seconda invisible
setstate secondb invisible
}
}
db (func_constructible of the third bloackade)
{
spawn
{
constructible_class 3
}
built
{
setstate block default (“the third blockade” shall appear beacaus it isnt a “dangerous part” anymore)
setstate baut invisible
}
death
{
setstate block invisible ( the other way round)
setstate baut default
}
}
it is veeery orderless… if you answer to THIS mess:: THANKS²
súmmary:
1st bloackade: 1 dynamit
2nd blockade: 2 dynamites
3rd bloackde: only if no sustainer built (via multiple entity)
all destroyable things are func constructibles targeted by TOIs
the first blockade works.
i think the reason for the problems is: setstate or alertentity don’T work with func constructibles.
THAAAAANKS


xD