Scripting for construction question?


(Benfun7) #1


(CptnTriscuit) #2

Hm…make sure all your targetnames and scriptnames are what they are supposed to be. Could you post your script?


(Benfun7) #3


(Benfun7) #4


(CptnTriscuit) #5

Try getting rid of “setstate Bridge underconstruction”, I dont think that is a valid setstate, though I may be mistaken.


(Benfun7) #6


(EB) #7

setstate Bridge underconstruction <<< should be ok… I have seen it b4.

But I would remove all capitol letters .

  • In the death part - one should be for the bridge. like this>>>>

              setstate Bridge_crates  invisible (remove word: _crates)
              setstate Bridge_crates default
              setstate Bridge_crates_clip default 
    

you are telling it to hide then show the crates, but what about the bridge ? The game can’t destroy it if it has no scripting to follow for the bridge.

and maybe add a trigger setup instead of doing the setup in the spawn.

trigger setup
{
setstate bridge invisible
setstate bridge_crates_clip default
setstate bridge_crates default
}

and add this to>>>> buildstart final :
setstate Bridge_crates_clip default
setstate Bridge_crates default

if your brushes are their they should show.

otherwise, the bridge brushes may be named wrong…or they aren’t what they need to be.


(Benfun7) #8


(EB) #9

I figured as much. LOL.

But I just saw some housecleaning to do to that script!! lol :drink: