View Full Version : GTKRad.1.5 and dynomite problem
BigBugRat
20th April 2007, 02:24
Hello.
I am new to forum, so hello all users.
I am also new to GTKradiant and the whole shaders/brushes idea. :o
Right now, i am trying to make my 1st map. (i have exp. in 3dmax, bryce, autocad, maya and a lot of graph. progs., so sorry for unprecised language) :).
I try to make the base gate to be exploded only by dynomite. I've read few tutorials, and always have the same problem. Missing click-button dynomite.
(There was such a button in GTK 1.4, but ther is no in 1.5).
I have to enter this key manually, bud i don't know the proper values.
Please help.
http://bpowierza.republika.pl/ask-1.jpg
d3coy
20th April 2007, 02:36
remove the key value health 30... you dont want that.
You also will need a targetnameand scriptname.
When looking at mine i dont have it either. But it works.
BigBugRat
20th April 2007, 02:44
@d3coy
Do I NEED a targetname and scriptname to make object destroyable only by dynomite?
Coz, when i was reading some tutorials from GTK 1.4, the was a button
DYNOMITE, and it solves the problem.
Der'saidin
20th April 2007, 06:38
It may have had a button for a dynomight flag in previous versions, though afaik, the only (or at least the standard) way of doing it is to set a script name for the entity, then in the mapscript
entityname
{
spawn
{
wait 200
constructible_class 3
}
//......
}
[TFA]Violator
20th April 2007, 07:26
Here's a working example -
func_explosive entity in map (large wooden door) -
spawnflags 4
type wood
mass 300
scriptname maindoors
targetname maindoors
classname func_explosive
in the script -
maindoors
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Allies have destroyed the Main Entrance doors"
wm_objective_status 1 0 2
wm_objective_status 1 1 1
}
}
murka10
20th April 2007, 09:46
i have 1.4 but i dont have such a button, u shure u had that in 1.4?
maybe u looked at a different entity
i always use this:
func_explosive:
scriptname:gate
targetname:gate
target:gate_bits
mass:800
type:wood
trigger_objective_info:
scriptname:gate_toi
targetname:gate_toi
target:gate
shortname:Gate
and func_static with start_invis spawnflag with targetname:gate_bits
script:
gate
{
spawn
{
wait 100
constructible_class 3
}
death
{
wm_announce "^7The gate has been destroyed^1!"
trigger gate_toi remove
}
}
gate_toi
{
trigger remove
{
remove
}
}
nUllSkillZ
20th April 2007, 15:27
The dynamite button may appear if you are mapping for RTCW (slightly different I guess).
Have you read tutorials about mapping for RTCW?
BigBugRat
20th April 2007, 19:18
The dynamite button may appear if you are mapping for RTCW (slightly different I guess).
Have you read tutorials about mapping for RTCW?
ha, for sure it was for RTCW. Thanks. I thought I was crazy!.
By the way, thanks dudes for advices. :)
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