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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. :)