Neutral constructiple sample map + script


(nUllSkillZ) #1

Hi,

at the following link you will find a zip-file (~5KB) that contains a sample map and a sample script of a neutral constructible:
http://www.nullskillz.de/et/maps/neutral_constructible/neutral_constructible.zip

Short description:

[ul]
[li]build the TOI, the crates and the clipbrushes for the crates as usual
[/li][li]the TOI hasn’t got any spawnflags (I think that’s also as usual)
[/li][li]build the two “func_constructible”-entites
[/li][li]both “func_constructible”-entites have the same targetname
[/li][li]the TOI has to target both “func_constructible”-entites
[/li][li]one “func_constructible-entity” has the spawnflag “axis_constructible” the other one “allied_constructible”
[/li][li]both “func_constructible”-entities must have different scriptname values
[/li][li]because the targetname is identical the scriptname value is used in the script to setstate the state of the “func_constructible”-entites
[/li][/ul]

Please inform me if there are any errors.

Edit:

I’ve forgotten to give credits:
Thanks to Judgment for his video-tutorial “Baubare Objekte” (buildable objects) at level-designer.de:
http://www.level-designer.de/index.php?option=com_remository&Itemid=37&func=fileinfo&parent=category&filecatid=25


(Ifurita) #2

screenie of the completed construct?


(nUllSkillZ) #3

Only a box is constructed.
It’s meant as some kind of “tutorial” map.


(nUllSkillZ) #4

The room with the crates:

Allied constructible constructed:


(Loffy) #5

Nice.
I’ll download and use this prefab for sure in my custom maps.
Super!
// Loffy


(Ifurita) #6

Now combine my tutorial, ‘Moving Brushwork into Existing Entities’ --> http://planetwolfenstein.com/4newbies/entity.htm and you can take this tutorial, build your own brushwork construct, merge it right into the axis/allied constuctible, delete the existing one, and you’re off.

\o/


(blushing_bride) #7

good stuff, this kind of thing really helps out the scripting dummies (like me).


(nUllSkillZ) #8

The scripting differs from normal constructibles.
Normally the targetname is used for setstate’s.
But in this case the scriptnames are used.

BTW I haven’t mentioned so far that I’ve had a look at fueldump (the tower / MG at the axis half of this map) because of this.


(Ifurita) #9

Hey, would you mind if I added your constructible to my map_in_a_box prefab?


(nUllSkillZ) #10

Feel free to use it.


(Ifurita) #11

\o/


(Loffy) #12

I’ve tested it and it works just perfect. Thanks again nUllSkillZ.
// L.


(nUllSkillZ) #13

Don’t thank me.
There are some other people we have to be thankful for.

I’ve just had the idea of some kind of dual objective domination modus:
There are 5 (can be any No.) neutral constructibles.
Which can be con-structed very fast (with low XP for the engineer).
And can also de-structed very fast by satchels (with low XP for the covert ops).
First team that has constructed all of the constructibles wins.


(nUllSkillZ) #14

A new version with textures (original shader by ydnar / original texture by splashdamage) that indicates which team has started to build the neutral constructible.
Unfortunately it can only be used with brushwork constructibles so far.

Note:
It’s not possible to setstate the func_constructible invisible during the buildstart final phase (may be a bug).
So it’s still there with the white texture (and brightens up the red / blue texture).

Credits:
ydnar for the original shader
Splashdamage

DL (239 KB):
http://www.nullskillz.de/et/maps/neutral_constructible_2/neutral_constructible_2.zip

screens:
Axis constructing the neutral constructible:

Allies constructing the neutral constructible:


(nUllSkillZ) #15

Hmm, I’ve tried to add this to sock’s neutral command post prefab ( http://www.planetquake.com/simland/ldr1_1/samplemap03c2.htm ).
But all I get is a strange result:


(Shaderman) #16

The blue and red constructibles look very nice, but sorry - the command post seems to be the gay edition :smiley: What do you think is the problem with it?