Ok… now a summary of what i ve tried today…
(when talking about trying out the different constructible classes all I did was to change the class in the script)
1 - func_explosive
spawnflags: func_explosive has no teamrelated checkboxes, toi has: was set to axisobjective (spawnflags 1).
I take the script from above and everything is fine… dyno explodes and I get the death message.
Setting the constructible class to 2 or 1 gives the right icon on command map etc., and i can satchel the whole thing… but i don’t get the wm_announce?!? This means… there is no death for the func_explosive unless its constructible class is 3… very strange.
Debris and parts flying around: you get them regardless of the constructible class.
About the toi: you dont need the trigger brush of the toi all around the func_explosive. You get the appropriate icon (e.g. a satchel) still when u r near enough. But you don’t get the track “You are near…”
2 - func_constructible
spawnflags: func_constructible was axis_constructible and start_built (spawnflags 5), toi is: axisobjective (spawnflags 1)
Tried the whole mess with a func_constructible… no problem to set it to 3, 2 or 1 and it does the wm_announce within the death all the time.
Debris and parts flying around: Alas… nothing, regardless of the constructible class.
About the toi: To destroy the func_constructible you don’t need the toi all around it… if you r near the constructible you still get the track "you are near… ", and that message nicely disappears when the thing is destroyed.
3 - destroyable by both teams
[b]Script mover:[/ b] works because u only set a health and don’t specify a team.
[b]func_explosive:[/ b] When u check both teams its a friendly objective for both teams and u cant plant. When u check no teams both can destroy it. (still… doesnt call the death unless its dynomitable)
[b]func_constructible:[/ b] When u check both teams because its a friendly objective for both teams and u cant plant. Not checking any checkbox (results in no k/v with spawnflags) or only checking is_objective in the toi (but no team in the func_constructible) makes the map not load because a func_constructible needs a team that builds it. So you can’t have a func_constructible be destroyable by both teams.
Conclusion: you cant get everything you want… in this mapping for ET was a perfect ZEN lesson today LOL :bump:
Sooo why do I bother about this: because I want a barbwire barrier that hurts and can be destroyed with less than a dyno (preferably with grenades). To make the trigger_hurt disappear I need a death that triggers that script. And when its destroyable by grenades I don’t see why there should be a difference between allied and axis grenades…