Satchel destructible question


(MindLink) #1

Hey there… Got a small problem…
I made a wall and want it to be destructible by a satchel charge or dynamite. If followed the tutorial I found, made the wall a func_explosive, linked it to a trigger_objective_info and wrote a small script defining the wall as a constructible_class 2 … Everything works fine so far, the satchel sign shows up on the command map, the info shows near the wall, you can blow it with a satchel… Only problem : If you DO blow it, the command map suddenly shows a grenade-sign where the wall once was… Can anybody tell me what I might be doing wrong…?

Screenies :

Script :

game_manager
{
	spawn
	{
	}
}

side_wall_flag_1
{
	spawn
	{
		wait 200
		constructible_class 2
	}

	death
	{
		wm_announce "Allies have destroyed the wall"
	}
}


(Ifurita) #2

post the values from the TOI, which targets the func_destructable


(MindLink) #3

classname trigger_objective_info
track the building wall.
shortname Side wall
spawnflags 1
target t1


(MindLink) #4

Nobody any ideas?


(Mean Mr. Mustard) #5

first - I didn’t know you could get a grenade icon on the cm…

I’m just throwing out ideas: is it any thing to do with the rubble from the wall? Did you create that rubble with brushes? (almost looks like the grenade is marking the rubble as ‘destructable’).

I’d be willing to try to help you debug it, if you’re willing to provide a copy of your .map and .script file - (if no one else has an idea how to fix it that is).

Just PM if you want me to look at it.


(Ifurita) #6

The debris should just be a func_debris entity. Don’t know about the grenade marker though, none of my destructables ever showed one, though from the LDR, the grenade icon shows that something is tagged as construction class 1 somewhere


(MindLink) #7

The debris is from the func_explosive, it disappears shortly after the explosion, no extra entity used. And there definitly is no other constructible of class 1 in the map or even anywhere near that wall. :banghead:


(Erik-Ftn) #8

Hi, did you sort this one out? I get a nade on cm when targeting a func_explosive construction class 1 with a TOI, a satchel on construction class 2 and a dyna on 3. Dyna disappears nicely after blown, satchel and nade stays…

I even used setstate invisible on both the TOI and the func_explosive afterwards -> no use.

Maybe use a misc_cm_marker somehow… they have one in goldrush on the vault desk, though I have no idea how to get it to show the marker u want…

Im stranded on this one. You got it?

Erik


(MindLink) #9

Nope, haven’t found a solution yet… :banghead:


(Moonkey) #10

I had a constructible which I didn’t want to show on command map (was showing as agrenade).
My solution was to make an image which was entirely alpha (may be one already, didn’t search very well :)), and set that as the custom image on the TOI.


(Erik-Ftn) #11

Ok, I’ve got it.

If you want both allies and axis to blow the wall it should be a func_explosive. If only one team is to be able to blow it, it’s a func_constructible you want.

I saw that you got the death function triggered when you blow it with satchel. I didn’t so I had to use a target_script_trigger… Also, don’t u get the nade to show up on the commandmap when you enter the map, ie not right from the beginning, but almost? That’s what I got. -> It´s not the blowing of the wall that lights it, it just lights on player spawn or something. And ah also make sure you check whos objective it is in the TOI, I just got a func_constructible show as a commandmap out of nowhere on the TOI for not doing that. And try the IS objective flag as well onthe TOI. enough chitchat ->

func_explosive

Well, make the TOI target a misc_commandmap_marker in stead of the func_explosive. Now you have to set the satchel commandmap marker with customimage (take the pic from pak0.pk3 gfx/limbo/cmsatchel (something). Maybe you also have to set cursorhint hint_satchelcharge on the TOI to get that right.

Well on the wall blown, turn off the TOI to lose the ingame hints and the misc_cm_marker to lose the cm pic. (maybe TOI is enough, haven’t tried that one…)

I had a problem with using this method on constructible class 1 because dyna wouldnt hurt my func_explosive even if nades blew it nicely.

Both teams can get the thing blown though.

func_destructible

Make the wall into a built func_constructible. Set the constructible class, health, score, etc etc in the script. (see manual) The deathfunction in the script will take its death. Now target the constructible with a TOI. Turn the TOI invisble when killed. You might have to set the cursorhint on the constructible manually. Voila.

Only one team can damage this.

at last. :moo:

Erik-Ftn


(Maggumaster) #12

sorry, i know that this thread hasn´t been updated since more than a half year, but i think this should be made STICKY!
I got the same freaking problem with my simpsons map and i went crazy that i couldn´t find a solution. THIS IS A BUG! Why can´t u simply make a func_destructible a constructible_class 2? This really sucks because u have to do exactly what Erik-Ftn wrote. Add a target_script_trigger, a cm_marker, you have to target this marker with the toi and change many things in the script! I mean this can´t be! Only because this func_explosive doesn´t trigger it´s “death” when u blow it up with a satchel. And then this crappy cm_grenade image. Man, i could be so easy. Shame on you evil et coders g. This makes everything more complicated.

Thanks to Erik-Ftn for his great “tutorial” to solve this problem

greezt
Maggumaster