Scripting: Reusing a func_explosive? [answered]


(Irrelevant) #1

I’m making a shooting range for me to practice panz0ring on. :cool:

What I’ve got is a bunch of func_exposives placed around a simple room, and a reset button (func_invisible_user). Once I’ve fragged all the targets in the room, I want to be able to press the button and have them all reappear.

How would I do that? Is there some ‘unkill’ script command?


(MadMaximus) #2

turn the brushes into script_movers, give them a health key so they can be destroyed, set the flag on them as ‘resurectable’ and after they are all shot, just alertentity them to bring them back. it’s also an excellent way to make a shootable trigger.

you can have your script_mover target an effect for an explosion if you wanted or even have them target a target_script_trigger if you wanted to handle when they died in script.


(Irrelevant) #3

Groovular. :cool:

It works. Thanks.


(MadMaximus) #4

your welcome.
now… since you’ve gone to movers… you can fancy it up… say 2 movers per target… the 1st would be a mover as a clip brush that’s destructable as above, and the 2nd the visual target could be knocked down… and so on. just a thought… i love to play with movers, scripting them is even more fun.

last note on tha style of ‘shootable trigger’, flag set as ‘solid’ will make it shootable and killed by explosives ( nades/dynamite ect… ) no solid flag set and it’s triggered by explosives only. I didn’t discover or figure out about this shootable mover trigger, i found it in this forum somewhere posted by Erik-Ftn, he deserves all the credit for that wonderful discovery.