Multiple tnt triggers for 1 object


(ChumChum) #1

k, im going to try to explain this without sounding too retarded :confused:

I was curious about making a wall surrounding a base but instead of 1 or 2 places you can plant tnt at, you can plant anywhere. Take mp_beach from rtcw for example. There was the door and the wall to blow. Instead of that, could you line up the entire wall with say 5 tnt triggers so the offense can choose where they want to blow it? If possible, is it too difficult to even bother or something that may just take a little time?

Some may ask why. My answer to that is for dynamic gameplay. Im so tired of the typical defense and offense in rtcw. By having different possible entries, the defense will be forced to react on the fly (to an extent).


(Prophesy) #2

very nice idea!


(MuffinMan) #3

i don’t really understand the ā€œone objectā€ thing but it definitely works, you just make multiple destroyable parts of the wall each with it’s own trigger… this way you could let them destroy all of them or just one when you trigger the others off after one has been destroyed, shouldn’t be too difficult while it’s obviously more work than just one breach… anyway - good idea go for it!


(weasel) #4

You would just have to have multiple objectives, each with its own trigger. You could script it so once one section was blown, the others couldn’t be, if you wanted to. The only problem with something like this is the TOI limit. You get 18 objectives, something like this could go through them quickly. It sounds like an interesting idea, though.


(sock) #5

The first problem will be that dynamite has a very big radius and will destroy all TOI/func_constructibles within its radius. There is already plenty of expliots/features like that in the existing maps where you can destroy some TOI/Func_constructions a long distance away.

The second problem is public servers and offering too many options for people to choose. If the Axis have to guard like 5 points on a base then that will require alot of co-ordination. (This is unlikely to happen on public servers) You should also consider the ammount of time for an Axis player to spawn, get to the dynamite and defuse it. (no more than 30 secs)

All TOI/func_constructions can be multi staged, so you can have 3 construction stages and 2 destruction stages. So for example the Allied might have to destroy the wall several times in order to break through and this can all be controlled from one TOI/func_constructible.

Sock
:moo:


(Danyboy) #6

ooh just thought of something

if you have a 2-stage construable ie. bridge on fueldump does that count as 2 constructables in the limit of 18 or just 1 with 2 stages.


(weasel) #7

You could get around the problem of the blast radius of the dynamite by placing the trigger up in the air. That way, there’s a narrower range where the dynamite could be place on the ground. You get get rid of any undesirable side effects of this with some careful clipping around the trigger. What is the blast radius of dynamite anyway?


(sock) #8

The TOI is used to tell the player where they can construct, gives the player a ā€œpliersā€ hint icon and puts a icon on the command map. The func_constructible entity is what you build and what you need to destroy with the dynamite blast radius. (Currently 400 map units)

If you place the TOI brushwork in the air, nobody will be able to build the construction. If you put the func_constructible brushwork in the air, then u have a very strange construction floating in mid air. The dynamite has a very large blast radius (400 map units) which can cause alot of logistic problems for constructions.

Sock
:moo:


(sock) #9

No.

All func_constructible entities can have up to 3 construct and 2 destruct stages. The TOI is then linked to the func_constructible entity. If you have a neutral construction then you need two func_constructible entities. All seperate stages of the construction are created from func_brushmodel entities. (This is covered in fine detail in the documentation with diagrams!)

Sock
:moo:


(ChumChum) #10

Thanx for the replies.

I will look at this when I get closer into a map. I think I can sorta accomplish what I wanted but just narrow it down a bit. I am thinking something like a base with a square wall around it. From that, you can blow up a section of each wall. This way they will be seperate enough not to interfere with eachother. The layout will be planned as if there was no wall at all, that way it wont be as vital for the axis to diffuse but rather let the offense decide where the chokepoints will be. Maybe make it so the axis can rebuild that section of the wall.


(sock) #11

If you create the func_constructible with multiple construct/destruct stages it should prove a cool fight with the Allied attacking from several directions at once. The only problem with multiple stage construction is the time it takes to create all the stages and linked them together.

Sock
:moo:


(Wicky) #12

If you make the walls breachable at any point, you should also give defending engineers the possibility to rebuilt them :slight_smile:
Now that would be funny, a beach-type map where allies can breach the wall at any given point, while axis engineers can completely rebuild the defense hehe