problem with single staged constructible


(wingbullet) #1

i have made a constructible wall. You need to destroy it with a satchel, but somehow the materials don’t appear. What am i doing wrong?

To directly give all the info, i’ve made this:

THE ENTITIES
classname script_multiplayer
scriptname game_manager
origin coördinates

classname func_constructible (brush + originbrush)
spawnflags 5 (start_built + axis_constructible)
targetname norhtwall
scriptname northwall

classname trigger_objective_info (triggerbrush + originbrush)
spawnflags 1 (axis_objective)
target northwall
targetname northwall_toi
scriptname northwall_toi
track the north wall

classname func_brushmodel (brush + originbrush)
targetname northwall_materials
scriptname northwall_materials
target northwall_toi

THE SCRIPT
game_manager
{
spawn
{
}
}
northwall
{
spawn
{
wait 200
constructible_class 2
constructible_constructxpbonus 7
constructible_destructxpbonus 7
setstate northwall_materials invisible
}
built final
{
setstate northwall default
setstate northwall_materials invisible
wm_announce “The north wall has been built!”
}
decayed final
{
setstate northwall_materials default
setstate northwall invisible
}
death
{
wm_announce “The north wall has been destroyed!”
setstate northwall_materials default
}
}
eastwall
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce “The east wall has been destroyed!”
}
}


(wingbullet) #2

oh and don’t bother about the “eastwall” part of the script


(EB) #3

you setstate them invisible @ their spawn:
northwall
{
spawn
{
wait 200
constructible_class 2
constructible_constructxpbonus 7
constructible_destructxpbonus 7
setstate northwall_materials invisible
}

Setstate them default instead.


(wingbullet) #4

:eek2: weird

then you have materials when the northwall has already been built?

whatever, i’ll try
:???:


(wingbullet) #5

:frowning: doesn’t seem to work
it makes no difference


(EB) #6

I skipped the intro…sorry :stuck_out_tongue: …that last post would be totally wrong.

post the relevant .map parts: Save the selected peices and parts as a seperate map and then open that map in notepad…post that stuff here.


(wingbullet) #7

you mean like this:

// entity 0
{
“classname” “worldspawn”
}
// entity 1
{
“track” “the north wall”
“targetname” “northwall_toi”
“scriptname” “northwall_toi”
“target” “northwall”
“spawnflags” “1”
“classname” “trigger_objective_info”
// brush 0
{
( -5024 3120 440 ) ( -5024 3024 440 ) ( -5024 3024 312 ) common/trigger 0 0 0 0.500000 0.500000 134217728 7 0
( -4832 3120 440 ) ( -4992 3120 440 ) ( -4992 3120 312 ) common/trigger 0 0 0 0.500000 0.500000 134217728 7 0
( -4832 3024 440 ) ( -4832 3120 440 ) ( -4832 3120 312 ) common/trigger 0 0 0 0.500000 0.500000 134217728 7 0
( -4992 3008 440 ) ( -4832 3008 440 ) ( -4832 3008 312 ) common/trigger 0 0 0 0.500000 0.500000 134217728 7 0
( -4992 3024 440 ) ( -4992 3120 440 ) ( -4832 3120 440 ) common/trigger 0 0 0 0.500000 0.500000 134217728 7 0
( -4832 3120 312 ) ( -4992 3120 312 ) ( -4992 3024 312 ) common/trigger 0 0 0 0.500000 0.500000 134217728 7 0
}
// brush 1
{
( -4920 3048 432 ) ( -4936 3048 432 ) ( -4936 3032 432 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4936 3032 448 ) ( -4936 3048 448 ) ( -4920 3048 448 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4936 3032 448 ) ( -4920 3032 448 ) ( -4920 3032 320 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4920 3032 448 ) ( -4920 3048 448 ) ( -4920 3048 320 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4920 3048 448 ) ( -4936 3048 448 ) ( -4936 3048 320 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4936 3048 448 ) ( -4936 3032 448 ) ( -4936 3032 320 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
}
}
// entity 2
{
“scriptname” “northwall”
“targetname” “northwall”
“spawnflags” “5”
“classname” “func_constructible”
// brush 0
{
( -4976 3080 440 ) ( -4952 3080 440 ) ( -4976 3076 440 ) metal_misc/ametal_m02 0 0 0 0.500000 0.500000 134217728 0 0
( -4976 3096 440 ) ( -4976 3064 440 ) ( -4976 3064 312 ) common/caulk -16 0 0 0.500000 0.500000 134217728 4 0
( -4880 3080 440 ) ( -4976 3080 440 ) ( -4976 3080 312 ) battery_wall/wall02_bot 0 0 0 0.500000 0.500000 134217728 0 0
( -4880 3064 440 ) ( -4880 3096 440 ) ( -4880 3096 312 ) common/caulk -16 0 0 0.500000 0.500000 134217728 4 0
( -4976 3076 440 ) ( -4880 3076 440 ) ( -4880 3076 312 ) battery_wall/wall02_bot 0 0 0 0.500000 0.500000 134217728 0 0
( -4880 3096 312 ) ( -4976 3096 312 ) ( -4976 3064 312 ) common/caulk 0 16 0 0.500000 0.500000 134217728 4 0
}
// brush 1
{
( -4920 3080 384 ) ( -4936 3080 384 ) ( -4936 3072 384 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4936 3072 400 ) ( -4936 3080 400 ) ( -4920 3080 400 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4936 3072 400 ) ( -4920 3072 400 ) ( -4920 3072 384 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4920 3072 400 ) ( -4920 3080 400 ) ( -4920 3080 384 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4920 3088 400 ) ( -4936 3088 400 ) ( -4936 3088 384 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4936 3080 400 ) ( -4936 3072 400 ) ( -4936 3072 384 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
}
}
// entity 3
{
“target” “northwall_toi”
“scriptname” “northwall_materials”
“targetname” “northwall_materials”
“classname” “func_brushmodel”
// brush 0
{
( -4896 3032 312 ) ( -4832 3032 312 ) ( -4832 3064 312 ) props/box_m02 -64 15 -180 0.500000 0.500000 134217728 0 0
( -4832 3064 328 ) ( -4896 3064 328 ) ( -4896 3064 264 ) props/box_m01 -64 16 -180 0.500000 -0.500000 134217728 0 0
( -4896 3064 328 ) ( -4896 3032 328 ) ( -4896 3032 264 ) props/box_m03 48 16 -180 0.500000 -0.500000 134217728 0 0
( -4888 3032 328 ) ( -4824 3032 328 ) ( -4824 3032 264 ) props/box_m01 -64 16 -180 0.500000 -0.500000 134217728 0 0
( -4832 3032 328 ) ( -4832 3064 328 ) ( -4832 3064 264 ) props/box_m03 48 16 -180 0.500000 -0.500000 134217728 0 0
( -4832 3064 360 ) ( -4832 3032 360 ) ( -4896 3032 360 ) props/box_m02 -64 15 -180 0.500000 0.500000 134217728 0 0
}
// brush 1
{
( -4800 3000 328 ) ( -4800 3032 328 ) ( -4800 3032 264 ) props/box_m03 48 16 -180 0.500000 -0.500000 134217728 0 0
( -4856 3000 328 ) ( -4792 3000 328 ) ( -4792 3000 264 ) props/box_m01 0 16 -180 0.500000 -0.500000 134217728 0 0
( -4864 3032 328 ) ( -4864 3000 328 ) ( -4864 3000 264 ) props/box_m03 48 16 -180 0.500000 -0.500000 134217728 0 0
( -4800 3032 328 ) ( -4864 3032 328 ) ( -4864 3032 264 ) props/box_m01 0 16 -180 0.500000 -0.500000 134217728 0 0
( -4800 3032 328 ) ( -4800 3000 328 ) ( -4864 3000 328 ) props/box_m02 0 15 -180 0.500000 0.500000 134217728 0 0
( -4864 3000 312 ) ( -4800 3000 312 ) ( -4800 3032 312 ) props/box_m02 0 15 -180 0.500000 0.500000 134217728 0 0
}
// brush 2
{
( -4840 3040 328 ) ( -4856 3040 328 ) ( -4856 3024 328 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4856 3024 344 ) ( -4856 3040 344 ) ( -4840 3040 344 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4856 3024 360 ) ( -4840 3024 360 ) ( -4840 3024 312 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4840 3024 360 ) ( -4840 3040 360 ) ( -4840 3040 312 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4840 3040 360 ) ( -4856 3040 360 ) ( -4856 3040 312 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
( -4856 3040 360 ) ( -4856 3024 360 ) ( -4856 3024 312 ) common/origin 0 0 0 0.500000 0.500000 134217728 15 0
}
}


(EB) #8

Change the “classname” “func_brushmodel” to a “script_mover” and give it the solid spawnflag. Do not replace the “target” line. Only use the lines for scriptname and targetname.
And add this to the script (between the end of the spawn section and the beginning of the built final section:

buildstart final
{
setstate northwall_materials default
setstate northwall underconstruction
}


(wingbullet) #9

still doens’t work, but someone thought it might be something with my compiling, I just use the first option: BSP -meta :lookaround:
do i need to use anotherone (coz i don’t know what all the options are for)


(wingbullet) #10

it was nothing with the compiling

I made the fucn_brushmodel ==> misc_constructiblemarker
and now everything is working fine :banana:

still tnx for the time :smiley:


(DWM|Commando) #11

hmm thats good i’m gald u figured it out… i was having hte smae problem.


(EB) #12

well, I do not know if you followed what I said properly, It works…hmmm…maybe too complex for ya ?


(DWM|Commando) #13

EDIT:EB wasnt talking to me :eek2:


(wingbullet) #14

well, I do not know if you followed what I said properly, It works…hmmm…maybe too complex for ya

Yeah i’m a n00b but I think I followed what you said very well.

I selected all the func_brushmodel brushes and changed them to script_mover and retyped the script- and targetname, but I left the “target northwall_toi” away
Then I added the scriptpart right into the place you told me to so…

that’s what you meant right? :???: …right???

or should i do :banghead:

(no offense though :D)


(EB) #15

I just tested it and it works fine…want me to do it for you and zip it up ? or are you all set headbangeragainstthewallguy ? :smiley:


(wingbullet) #16

No thanks
I’m all set headbangeragainstthewallguy :stuck_out_tongue:

I thought: why doing it the hard way if it’s already working
(though not the normal way, but with the same effect)