satchelable; non constructible??? -look inside


(mazdaplz) #1

well this is turning out a bigger challenge than i ever thought.

i need this entity to be killed by a satchel and then respawn after 10 seconds;
simple enough; however-
every func_constructible i make cant be brought back from dead unless with plyers; and i want the thing just respawning by itself; with no help from engineers

it’s important that it is vulnerable to satchel only; or dynamite if it cant be avoided

i dont think this can be done with script_mover right?
it would be vulnerable to any kind of explosive

how can i make a constructible come back from death; without plyers


(-SSF-Sage) #2

You can use script mover. Just check the keys and flags. You could set it resurectable etc. and control it via script. Also you can set constructible_class 2 in your mover’s script block’s spawn. to make it satchel dest. (and dyno). I haven’t tested if you can re kill it tho. Experiment! Should work.


(mazdaplz) #3

im sorry sage i cant seem to replicate what you did;
putting constructible_class 2 in the spawn script of a mover doesnt seem to work for me, the scripting reference doesnt sugest this works but i’ve searched and i read somewhere around that constructible class works for script movers… it’s all so weird, ive been experimenting 2 days and nothing lol

i tried just the mover with the constructible_class 2 command in spawn script

then i tried adding a trigger_objective_info to the mix; it didnt show a satchel symbol and it didnt get destroyed either

i tried with health but it could be destroyed with bullets too

i checked explosive damage only but then it was vulnerable to grenades

i tried just having a separate TOI that had it’s own script triggered when it was ‘dynamited’ - no luck

im beginning to doubt this is possible at all; although it should be because it sounds so simple


(mazdaplz) #4

after much thought on the problem i’ve come to the conclusion what i need is a multi stage constructible, that can be accesed through the script command
construct <targetname>

however. coming up with an example has been really hard, i have no idea whatsoever of how to do a multi stage constructible, and when searching the forum for: constage i only get 3 subjects; all of which are obscure and very narrow of information


(-SSF-Sage) #5

I did a little testing around. I found out that you can’t respawn func_explosive (no targetname found after death, that’s what I found anyway). You could do it with script_mover but the problem will come with making it to work with satchel. I got it working with satchel once but unfortunately not twice. :S

Then I did a little testing with func_constructible. This seems to work just fine, too bad you need a valuable toi. :evil: So here we go:


TOI: //remember origin

scriptname test_toi
spawnflags: tick boxes axis_objective/allied_objective and is_objective
target test
track test
targetname test_toi
Func_constructible:  //remember origin

scriptname test
spawnflags: tick boxes start_build and allied_constructible/axis_constructible
targetname test

And script… Also don’t forget script_multiplayer…

test
{
	spawn
	{
		wait 200

		constructible_class 2
	}

	death
	{
		wm_announce "blabla"
		
		setstate test_toi invisible 
		wait 10000
		alertentity test	//need this one too, there's a bug, without it only works every second time
		construct test //constructs the entity
		setstate test_toi default
	}
}

And here you go!


(mazdaplz) #6

WOW!

omg sage this is perfect! hahahaha you are a true sage

cross that out

your a guru man :smiley: this is close to what i had actually but i couldnt figure out the culprit :oops:

this brings me so close to releasing coral sea; i probably wont sleep tonight

Wunderbar!!!

you got it man!!!


(-SSF-Sage) #7

I’m glad to help you out. :slight_smile: So no problémo… :wink: OH yeah and it all took me less than an hour to experiment. In my opinion the time used to experiment, is never lost time.


(S14Y3R) #8

Kickass Sage! You da man! 8) I had no idea we could use a construct command. gg.