I have a similar problem; I thought I’d just use this thread instead of a new one.
I have a func_explosion that works nicely. For the broken walls that will be angled to look as if there was an explosion, I made an .ase model from brushes to fit perfectly in there. Now I am trying to insert that model in once the func_explosion as been blown.
My script looks like this; at the moment. I’ve been toying with it for the last 40 minutes it seems.
garage_wall
{
spawn
{
wait 200
constructible_class 3
wait 200
setstate bustedwall invisible
}
death
{
wm_announce "^1*Axis have breached the Garage!^7"
wm_objective_status 1 1 2
wm_objective_status 1 0 1
wait 200
setstate bustedwall default
}
}
In this instance, it’s obvious that I tried to tie the model into the script_mover itself. However, neither the model nor the clip brushes appear after the dynamite goes off.
Next, I tried to separate them and made a script_mover only for clip brushes and gave a misc_gamemodel a targetname/scriptname. That too did not work.
As I began writing this post I thought that maybe they key would be to in the death sequence have it trigger another script rather than setstate. So I made another script that setstate in a separate section. Trying this only left me baffled with a error “No spawn point found�.
I feel like a real dumbass, I thought I was starting to understand scripts just a lil bit ago after I got most of my tank working and all the explosions working! Gah!
Thanks in advance!