func_breakable -> win game?


Gooofy
07-14-2003, 02:58 PM
I have several phases for my map.
1st phase is capture 1 flag.
2nd phase is break an object
3rd phase is explode and object.

How can func_breakable trigger the start of the next phase?

For example, a sniper needs to shoot down/kill a breakable object.
This should trigger the next phase where you need to satchel explode another object.
If the sniper fails to kill object, after a certain time then the round ends with a loss.

07-14-2003, 11:26 PM
you sue flags and everything like you would in the first place. HOWEVER to use the breakable to trigger the flag you need to use a dod_point_relay to target the flag.

07-14-2003, 11:38 PM
You could also do something like dod_zalec (my fav map hehe), make it so they can't get to the second object until the first is taken. Have a func_breakable target a multi-manager, the manager would target the point relay to give the point as well as another func_breakable which will be the wall that explodes. Then the path is clear to the second objective. Have a timer which targets a dod_score_ent for the defenders to win if the time runs out.
Or something like that hehe

Gorbachev
07-15-2003, 12:41 AM
of course the amusing thing about zalec is how once a round has finished on the map, that gate becomes passable...so I try and make a commando run for the tanks...but have only been successful once since it's really close to an axis spawn. But it's funny to hear the screams of "hacker hacker" when they see tanks being captured before the fountain :p but once those bugs are fixed, objective styles like this could lead to some really good maps.

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