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Battery script update?

Posted: Wed Feb 07, 2007 7:38 am
by Sippenhaft
Hey all,

I like the map battery, some hate it. as a compromise I put the battery script in so the allies can blow the back door...

however, now the map is over real quick...

Can someone guide me or add to the script a constructable door? So after the allies blow up the back door, the axis can re-build it?


Thanks!
Sipp

Posted: Wed Feb 07, 2007 7:46 am
by Nellie-
Teach the axis how to spawn at the cp :wink:

Posted: Wed Feb 07, 2007 8:02 am
by Sippenhaft
so it slows the allies a bit, but I think a constructable would make the game last a bit longer...

Posted: Thu Feb 08, 2007 8:40 am
by mortis
I have looked into this, but I haven't had any success. I can see to get a scripted constructible to work properly, does anyone have a sample scripted-in CP or something along those lines?

Posted: Fri Feb 09, 2007 1:58 am
by Father
I think that buildable back doors change gameplay too much. It will be same like 'non-destroyable doors'. :?

BTW: destroing every doors on map would be great.

Posted: Fri Feb 09, 2007 5:00 am
by Luk4ward
Hmm, maybe we shall to look at this problem in the other way. I mean if allies blew the back door then the axis generator is gone too, so axis can rebuild the generator to get the gate again. Is it possible? If yes im looking forward to it :P

regards

Posted: Fri Feb 09, 2007 5:12 am
by Igloo
Yes, it sounds good. And should be possible... but the person needs to know the etpro mapscript as well :wink: I know only a bit from mapping experience, but I bet it's not really hard.

Greetings,
Igloo

Posted: Fri Feb 09, 2007 10:58 am
by Sippenhaft
Luke nice idea...just a way to have that door rebuild or closed once it is gone.

:D

Posted: Wed Feb 14, 2007 1:36 am
by Sippenhaft
anyone have some ideas on how we can do this.... :)

or maybe a quick script update :wink:

Posted: Wed Feb 14, 2007 2:36 pm
by WeblionX
Bani already tried getting a reconstructable backdoor. :moo:

Posted: Thu Feb 15, 2007 11:27 am
by Sippenhaft
so I guess it didnt work?...

What about making it (like Like said) if door blows up, so does generator, then axis can go and rebuild generator and the door will close?

Posted: Thu Feb 15, 2007 12:52 pm
by mortis
You can make it rebuildable once, but then it will be non-dynamiteable thereafter.

Posted: Thu Feb 15, 2007 12:58 pm
by Sippenhaft
But what about making it similar to blowing the generator...

IE can you make the generator have two areas that can be blown? one at the door and one at the generator itself? then if it is blow up, you can rebuild the generator and the door would be closed again? :?

Posted: Fri Feb 16, 2007 6:56 am
by WeblionX
It used to be that the trigger_objective_info (Which displays the "You are near...") text was the basis on where you could plant dynamite. You can use the "team" key to get non func_constructibles to attach with a func_constructible, but I don't think it's ever been tried in the way you're asking. Also, you would have to merge the door's t_o_i with the generator's t_o_i, and I'm pretty sure they would both either have to be destroyable by satchel xor dynamite. It's remotely plaussible to get it working in a satisfactory way.

Posted: Fri Feb 16, 2007 7:47 am
by Luk4ward
Im not an expert, but could u just move the code (not all of coz) about the desctructing generator in the instruction about blowing the door, is it so difficult?