Mutli stage construction help?


(G0-Gerbil) #1

Follwed both the LDR and some threads on here, but can’t get it to work.
Part of the problem is nowhere is very clear, and we don’t have access to a source map that does such a thing.

If anyone can get this working, assume I am an idiot and do a step-by-step guide to everything - I’ve tried so many bloody permutations I really don’t know who I am or where I live :confused:


(seven_dc) #2

Heh heh. I was just wondering the same thing with my 1024. I have never done this… and now I should…Can anyone help us?


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(Mean Mr. Mustard) #3

How many stages do you want? I think you can have 3 build stages and 2 destruct stages (I’ve only ever done a 2 stage construction). I think I have something lying around that put in a simple map for you all.


(G0-Gerbil) #4

2 stage, like (in fact almost exactly the same as) the fuel dump defences.


(Mean Mr. Mustard) #5

I’ve got a 2 stage bridge for you…do you want it as a working map or just a prefab you can pop into a map you have?


(G0-Gerbil) #6

prefab is fine - madmaximus has also pointed me in the direction of some rather helpful threads and prefabs (didn’t find 'em when I searched, need to be a bit more general in my search terms it seems), and I may take a quick look at them, but currently trying to sort out why my bloody map won’t load.
Thanks for the help though :slight_smile:


(Mean Mr. Mustard) #7

Here is a link. The bridge is from my map and I just threw it in a simple ‘box’ room. I hope it helps…let me know if you have any questions…

http://cobaltcfd.com/et/bridge.zip


(G0-Gerbil) #8

Thanks, with a bit of tweaking it did what I was after :smiley:
I’ve uploaded what I did to your map to make it work ‘my’ way, and then explain the differences:

http://theburrow.co.uk/et/bridge.zip

Differences:

1 - Satchelable (such a minor point, but might as well mention it!)
2 - Got rid of the missing entities and associated script lines :wink:
3 - I noticed that you have it set so that dyno will only blow the bridge from fully blown if it’s placed on the end bit, IE the func_constructible. I felt this wouldn’t work in my map (note how regardless of what stage the fueldump gates are at, a satchel will blow in the same locations). This is quite possibly a design choice of yours, so I’m not going to say it’s wrong, just that my one I’ve changed how it works :slight_smile:

I noticed you get some setstate errors in the console from your template, but this is most likely due to cutting from a working map and missing the odd bit. I tidied this up though.

Anyway, now I can see it’s simple, I’m trying to work out what I was doing wrong - but thanks for this anyway, helped me immensely!


(Mean Mr. Mustard) #9

Yeah, I was probably pretty sloppy deleting entities and script lines (the actual script is even more complex and I did delete some of them…) Thanks for cleaning it all up.

#3 - hmmm, yeah I’ll call it a ‘design choice’ :wink: …actually, I couldn’t figure out how to do what you are doing and can’t wait to look at your changes.