Script Question?


(Benfun7) #1


(TFate) #2

-Create a new text file and name it “yourmapname.script”.

-Put this file in “etmain/maps”.

-Enter that information in it.

((Now, before anybody says that you need a script_multiplayer for the script to work properly, this is only true when you’re referencing the game_manager. I have been absent-minded and forgot to drop a script_multiplayer into my map, and everything works fine except for the script_manager section.))


(Benfun7) #3


(Benfun7) #4


(Benfun7) #5


(TFate) #6

The trigger texture is in textures->common… you need to use a trigger texture on your trigger_objective_info for it to work.


(Benfun7) #7


(Benfun7) #8


(TFate) #9

The trigger_objective_info is where the player constructs from… if you want the pliers to appear near the crates, put the trigger_objective_info on the crates instead of the bridge.


(Benfun7) #10


(Benfun7) #11


(Benfun7) #12


(nUllSkillZ) #13

Take a look at the following example map:
http://www.nullskillz.de/et/maps/func_const.zip

Should be working.


(Benfun7) #14


(Benfun7) #15


(nUllSkillZ) #16

That’s strange.
I’ve just tested the map.
And the crates disappear when the Klotz is build.

The crates model isn’t clipped by default.
You would be able to walk through.
So I’ve made a clip brush and have made this clip brush into a script_mover.


(thegnat) #17

[offtopic]Benfun7, please use the to edit your post, if you get another idea after 3 minutes![/offtopic]


(Benfun7) #18


(eRRoLfLyNN) #19

Make sure the script is in etmain/maps, and not etmain/scripts.

Good tutorial here (scoll down a bit…):http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=2658


(Benfun7) #20