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