Q: is everything buildable ?


(D3C0Y) #1

My question is will u be able to script every object to be buildable, not just the mg42 and some towers, but also walls and stuff ?


(sock) #2

snip snip from documentation

trigger_objective_info

This entity is used to represent other entities (func_constructible, func_explosive, misc_commandmap_marker) on the command map. The state of the construction objective determines what icons are displayed on the command map.

The trigger_objective_info is a brushwork entity and must contain an origin brush; otherwise it will appear half way between its current map position and “0 0 0� map position on the command map. The brushwork area of the trigger_objective_info entity specifies where the player can build, get a “pliers� hint icon and receive on-screen messages.

Each map is limited to a maximum of 18 trigger_objective_info entities. This total usually includes command posts, health / ammo cabinets, onscreen hint areas and all constructible objectives. Some constructible objectives may only exist in certain game types. (The map Fueldump hits the TOI limit)

The above entity will limit you on how much you create out of buildable entities.

Sock
:moo:


(weasel) #3

What about the MGs like the ones found in the Forward Bunker on Battery, and what about vehicles? Do either of them use a TOI?


(sock) #4

Anything which has an icon on the map, needs a TOI.

Sock
:moo:


(Danyboy) #5

so you can set pretty much any selction of brushes as a constructables - or does it have to be some sort of model

Would it be possible to have e.g. picnic tables as constructables :D:D


(wudan) #6

Yes. Just needs to be a TOI with an origin brush, if I understand correctly.


(sock) #7

A func_constructible entity can be made from brushwork or models. Yes you could create constructible picnic tables if you want! :wink:

I’m not sure of the actual limit for the ammount of func_constructible entities but you have to bear in mind that ONLY the engineer class can construct/destroy these entities. Unless you are making a map for engineers only then you need to balance it out for the rest of the classes.

Sock
:moo:


(D3C0Y) #8

ONLY the engineer class can construct/destroy these entities.

hmm then why is it that the covert ops his satchel can destroy the ramp at the battery map :wink:


(sock) #9

DOH! oh yeah forgot about them! :wink: Satchel charges only work on stage1,2 constructions not stage 3. I generally see the construction system as something being linked to the engineer class.

Sock
:moo:


(D3C0Y) #10

so u have to give ur constructables a level ?
and that level than represent the importance of the contructable ?


(sock) #11

Most of the construction system’s functionality is located in the scripting system and only the basic parameters are present in the maps. This could present a problem for Level Designers who have had very little experience of scripting but the existing maps do offer a lot of workable examples to study if you’re unsure.

The construction system has 6 variables which can affect the way a constructible object will work in-game. These variables are also organized into 3 presets so that construction objects can be consistent across all maps. The main difference between each of the construction presets is the “charge bar� times and the type of explosives that can damage the object.

The largest construction objects in the game were given the highest “charge bar� value so that it would encourage the engineers to work together on completing objectives. The preset value of a construction should reflect its importance to the overall map objectives. The only exception to the rule is the escorted tanks which have a high health value and can be damaged by all explosives.

All constructible items must have the construction class (preset) defined upon spawning in the map. Further construction parameters can be changed after the construction class has been defined.

Sock
:moo: