Large func_constructible doesnt function correctly.


(mystman666) #1

I have a large constructible on my map, a bunch of several small barriers that have to be constructed/destroyed as one.

The construction part goes fine: Everything is constructed at the same time. When you stand near any part of the constructible, it says ‘you are near blablabla’ so that works also works good.

HOWEVER, when you try to blow it up, only the 4 barriers closest to the satchel-icon on the command map are vulnarable. If you lay the satchel right on top of the furthest barrier, it refuses to blow up.

I also tested with dynamite, and only the 4 barriers closest to the icon gave a ‘dynamite planted blablabla’ message. The others nothing and also didnt blow it up.
If placed close to the command map icon however, EVERYTHING that should blow up also does so, not just the ‘vulnerable’ part.

I have tried a number of things, including making the origin brush larger, making the origin brush enclose the entire constructible, and making a clip brush that connects all the barriers. None of it worked however. I spent about 4 hours trying to solve this riddle, so I’m kinda at a loss now :frowning:

Anyone have any advice?


(ThompZen) #2

are you sure that alle the target argetname\scriptname keys are correct? Do the brush cover the whole construction?


(mystman666) #3

The script is function correctly, yes. And what brush exactly? As said I’ve had an origin brush enclosing the entire construction (didnt work), and I’ve had a clip brush connection the entire construction (also didnt work). I dont want to enclose everything with a clip brush, because then players wont be able to throw grenades and the like through the visible holes in the construction (the barriers are made out of loose planks)

Edit: nevermind, finally got it working.
I still find it weird though. The working combo:
-lots of brushes that make up the actual construction.
-a clip brush covering the entire construction in X and Y direction (NOT Z)
-an origin brush covering the entire construction in the X direction, and exactly in the middle of the Y direction.

I have absolutely no idea why this works and the other configurations didnt.


(mystman666) #4

:expressionless:

I’m going insane.

Now it is showing its old behavior again, and I did NOT change a single thing in that region of the map.


(ThompZen) #5

i think you need an origin brush with the same values as the script mover at the construction crates. i may be terrible wrog, but i have heard that without this, the function constructable may go nuts.


(mystman666) #6

Heh, I had indeed forgotten the origin brush of the script mover ^^

However, I’ve included it now and still no luck…

I think I’ve located the problem though: the little barriers are wooden bars that block windows. The window itself and the frame of the window mess with the dynamites explosive radius. I’ll just have to think of a workaround now…


(ThompZen) #7

good luck then :clap:


(mystman666) #8

I took the cowards way :frowning:
It seems that the game calculates where a dyna would kill the objective during the bsp process. So if during the bsp there is a window between the objective and the place where I want to plant my dyna, the game doesnt recognise the place where I want to place my dyna as a place where the dyna would actually nuke the objective.

A possible workaround would’ve been adding a clip brush to the objective and placing it on the ‘good’ side of the window. Even better, this DID work. However, when the dyna was placed in the location where the window used to be, it also didnt register. Going back to the theory that the bsp decides where a dyna can blow the objective, this is quite logical. After all, the game thinks the dyna is being placed INSIDE a brush because the BSP told him so. And dynas inside brushes cant blow stuff up.

So anyway, I just decided to place the barriers on the other side of the window. No one is gonna try blowing them up from the inside (I hope)