i have a problem with the tank in my map and the way that it travels over the construction bridge. the thing that happens is that while the tank is crossing the bridge, if the axis destroy the bridge the tank keeps going, floating through the air. this does not look good, so i would like to know some way of making the bridge invunerable while the tank is on it, and then destroyable again after it has finished crossing. i tried looking through the scripts for goldrush and fueldump, but could not see anything like what i wanted.
this is my first time mapping/scripting for enemy territory so i am not sure if it should be like this already or if i have done something wrong in my script, so any help you can give would be much appreciated.
some help needed with tank/bridge script problem
Fix_1138
(Fix_1138)
#1
nUllSkillZ
(nUllSkillZ)
#2
This also happens in the official maps (Fueldump).
I don’t think that there’s a work around.
WeblionX
(WeblionX)
#3
You can make an inivisible func_explosive that executes a checking loop that keeps checking to see if the tank has finished crossing the bridge. Once it has, then the bridge model (possibly a seperate func_explosive or func_static) can be removed.
Mean_Mr_Mustard
(Mean Mr. Mustard)
#5
You can do a few things:
- Make sure the tank doesn’t start crossing the bridge if dynamite is planted. (this is in the official scripts)
- If you tank takes longer to cross the bridge than 30 sec, then copy your bridge brush work into a script_mover. Once the tank is on the bridge, replace the func_constructible with the script_mover bridge. This way, the bridge is invulnerable while the tank is on it. then you can swap the script_mover and func_constructible after the tank has cleared the bridge (I do this in the V2 Factory map…check the .script and .map files for an example if you want)