Ive been :banghead:-ing on the question for too much time now and I need some help.
The thing I want to do is pretty simple, really, but I cant find a way to do it :
I want a neutral constructible being destroyable by grenades & bullets.
Heres what I did :
- a trigger_objective_info, with no team flags, targeting on a “const” func_constructible
- a func_constructible with targetname “const” and flag “axis constructible”
- a func_constructible with targetname “const” and flag “allies constructible”
with some usual constructions scripts, it works fine, both team can built it, or destroy it if the ennemy built it first.
Now, to make it destructible by bullets, I made a thin script_mover with clip weapon shader arround the constructible, set with a health parameter so its destructible. When destroyed, it triggers a “alertentity const” script, so the “const” constructible is destroyed.
Here comes the problem. “const” is TWO entities. One for axis, the other for allies …
So when axis build the barricade, and then someone destroy it, the “alertentity const” turns the axis construction “dead” … and the allied construction “built” (since it wasnt constructed) !
If I name my two constructibles “const_axis” and “const_allies” (so I can alertentity the one I want), and do two distinct trigger_objective_info for those, that could work, except that having two trigger_objective_info overlaping doesnt work - one overriding the other.
This drives me crazy ! I think there’s some easy solution to that, and Im too mad for now to find it … :disgust: