strange construction issue Help neded


(Flash95) #1

I have a constructable gate that during warm up shows it can only be distroyed by dynomight but when the game starts it can be blown by a hand grenade! I have rebuilt my map from scratch trying to fix this problem

here is the script

game_manager
{
spawn
{
// Game rules
wm_axis_respawntime 30
wm_allied_respawntime 20
wm_set_round_timelimit 20

	// Stopwatch mode defending team (0=Axis, 1=Allies)
	wm_set_defending_team	0

	// If the round timer expires, the Axis have won, so set the current winning team
	// Set the round winner:  0 == AXIS, 1 == ALLIED
	wm_setwinner 0
}

}

maingate
{
spawn
{
wait 200
constructible_class 3
setstate maingate default
setstate construction_materials invisible
}

buildstart final
{
}

built final
{
setstate maingate default
setstate construction_materials invisible
wm_announce "The main gate has been repaired!"
}

decayed final
{
	setstate maingate invisible
	setstate construction_materials default
}


Death
{
	setstate maingate invisible
	setstate construction_materials default
	wm_announce "The main gate has been destroyed!"

}

}

Here are the entitys

// entity 109
{
“targetname” “construction_materials”
“skin” “models/mapobjects/cmarker/axis_crates.skin”
“model” “models/mapobjects/cmarker/cmarker_crates.md3”
“origin” “-2591 -1272 544”
“classname” “misc_gamemodel”
}
// entity 110
{
“target” “construction_toi”
“scriptname” “construction_materials”
“targetname” “construction_materials”
“classname” “script_mover”
brush data removed
}

// entity 111
{
“track” “Lab Main Gate”
“spawnflags” “2”
“shortname” “Lab Main Gate”
“target” “maingate”
“targetname” “construction_toi”
“scriptname” “construction_toi”
“classname” “trigger_objective_info”
// brush 0
{
( -2620 -1237 540 ) ( -2630 -1237 540 ) ( -2630 -1251 540 ) common/origin 14 18 0 0.500000 0.500000 0 15 0
( -2630 -1251 591 ) ( -2630 -1237 591 ) ( -2620 -1237 591 ) common/origin 14 18 0 0.500000 0.500000 0 15 0
( -2630 -1251 591 ) ( -2620 -1251 591 ) ( -2620 -1251 540 ) common/origin 14 0 0 0.500000 0.500000 0 15 0
( -2620 -1251 591 ) ( -2620 -1237 591 ) ( -2620 -1237 540 ) common/origin -18 0 0 0.500000 0.500000 0 15 0
( -2620 -1237 591 ) ( -2630 -1237 591 ) ( -2630 -1237 540 ) common/origin 14 0 0 0.500000 0.500000 0 15 0
( -2630 -1237 591 ) ( -2630 -1251 591 ) ( -2630 -1251 540 ) common/origin -18 0 0 0.500000 0.500000 0 15 0
}
// brush 1
{
( -2528 -1224 540 ) ( -2642 -1224 540 ) ( -2642 -1339 540 ) common/trigger 0 0 0 0.500000 0.500000 0 7 0
( -2642 -1339 591 ) ( -2642 -1224 591 ) ( -2528 -1224 591 ) common/trigger 0 0 0 0.500000 0.500000 0 7 0
( -2642 -1339 591 ) ( -2528 -1339 591 ) ( -2528 -1339 540 ) common/trigger 0 0 0 0.500000 0.500000 0 7 0
( -2528 -1339 591 ) ( -2528 -1224 591 ) ( -2528 -1224 540 ) common/trigger 0 0 0 0.500000 0.500000 0 7 0
( -2528 -1224 591 ) ( -2642 -1224 591 ) ( -2642 -1224 540 ) common/trigger 0 0 0 0.500000 0.500000 0 7 0
( -2642 -1224 591 ) ( -2642 -1339 591 ) ( -2642 -1339 540 ) common/trigger 0 0 0 0.500000 0.500000 0 7 0
}
}
// entity 112
{
“scriptname” “game_manager”
“classname” “script_multiplayer”
“origin” “-3368 -280 728”
}
// entity 113
{
“scriptname” “maingate”
“track” “maingate”
“targetname” “maingate”
“spawnflags” “5”
“classname” “func_constructible”
brush data removed
// brush 8
{
( -2468 -1020 564 ) ( -2476 -1020 564 ) ( -2476 -1026 564 ) common/origin 0 0 0 0.500000 0.500000 0 15 0
( -2450 -1026 574 ) ( -2450 -1020 574 ) ( -2442 -1020 574 ) common/origin 0 0 0 0.500000 0.500000 0 15 0
( -2476 -1026 732 ) ( -2468 -1026 732 ) ( -2468 -1026 564 ) common/origin 0 0 0 0.500000 0.500000 0 15 0
( -2468 -1026 732 ) ( -2468 -1020 732 ) ( -2468 -1020 564 ) common/origin 0 0 0 0.500000 0.500000 0 15 0
( -2468 -1020 732 ) ( -2476 -1020 732 ) ( -2476 -1020 564 ) common/origin 0 0 0 0.500000 0.500000 0 15 0
( -2476 -1020 732 ) ( -2476 -1026 732 ) ( -2476 -1026 564 ) common/origin 0 0 0 0.500000 0.500000 0 15 0
}
}

If anyone can help me I will give them credit in my map!


(red_mamba) #2

here is one of mine

axis_wall_0
{
spawn
{
wait 200
constructible_class 3
constructible_health 600

	setstate axis_wall_0 invisible
	setstate axis_wall_0_build default
	setstate axis_wall_0_flag default

	setstate axis_wall_0_dest invisible
	setstate axis_wall_0_clip default
}
built final
{
	setstate axis_wall_0 default

	setstate axis_wall_0_build invisible
	setstate axis_wall_0_flag invisible

	setstate axis_wall_0_dest default
	setstate axis_wall_0_clip invisible
}
decayed final
{
	setstate axis_wall_0 invisible
	
	setstate axis_wall_0_build default
	setstate axis_wall_0_flag default

	setstate axis_wall_0_dest invisible
	setstate axis_wall_0_clip default
}
death
{
	setstate axis_wall_0 invisible

	setstate axis_wall_0_build default
	setstate axis_wall_0_flag default		
	
	setstate axis_wall_0_dest invisible
	setstate axis_wall_0_clip default
}

}

the only diference that I see is you are missing “constructible_health 600”
and leave out the “buildstart final” part


(Flash95) #3

ok I made those changes but nothing changed…
any other Ideas guys???

oh here are some screen shots of the map !
http://www.endofdaysband.com/et.html


(Flash95) #4

:bump:
anyone any thoughts???


(captain_cadaver) #5

i’m too retarded to tell from the script file, but did you check the dynomite box in the entity window for the func_explosive?


(Flash95) #6

There is no dynomight check box on the entity pannel

next…


(sock) #7

I would not recommend you use the “start_built” spawndflag as it can produce some very wierd results. I would recommend that you the use the undocumented script command which starts constructions complete.


	spawn
	{
		wait 200
		constructible_class 3
		setstate bigfencething_materials invisible
		construct bigfencething
	}

This command is undocumented because basically we (SD) never used it in the end and there is no guarantee that it works correctly anymore. From the initial testing I did with the command, it only really works with single-stage constructions not multi-stage like the bridge in fueldump.

Sock
:moo:


(Flash95) #8

:clap:
thanks sock I am compiling now I will let you know :slight_smile:


(Flash95) #9

ok that did not make it work ether.

Out of frustration I deleted my contructable and cut and pasted a truck barrier from goldrush in to my map.
I cut and pasted the script for that barrier in to my script.
recompiled and … NO GO!!!

the truck barrier acted just like my original construction :frowning:

could it be somthing in my map not related to my construction object???


(Thej) #10

do u get an error in the console in-game?


(sock) #11

Do you have any spawnflag values set on the worldspawn? If so delete them and try it again.

Sock
:moo:


(Thej) #12

I think the tank barrier works togteher with the spline script for the tank, so maybe thats why it aint working in ur map


(red_mamba) #13

do you have a trigger_objective_info targeting your constructable object? I had the same problem and I think trigger_objective_info solved this one.


(Flash95) #14

:clap: WhooHoo :clap:
sock you were right the world spawn entity had the no_gt_wolf flag set.
once I turned it off BAM! it all came togather!
Thanks again
I will put your name in my map!!!
:rocker: You Rock Sock :rocker:


(sock) #15

Well I’m glad it works but no names in maps thou, just pop back and help other mappers out. :wink:

Sock
:moo:


(Thej) #16

Just leave a few socks behind in the map like the ones in Fueldump :smiley: