TNT Explodable Wall


T Sex-Pest
06-07-2004, 01:42 PM
I followed a wicked tutorial which I printed off from the valve-erc website many many moons ago (it's not there anymore unfortunately) to which I made an explodable wall similar to those in Caen. The wall is inclusive of 5 second timer sprite & ticking sound..... Coool. I can e-mail an example if any nubes are intersted...

However, one thing missing from the tutorial is the bit where the text appears when you approach the wall with no TNT...?

I've tried using a "trigger multiple" to target "game text". It works, problem is doesn't go away once the wall's blown up. I.e. I still get my text "Use TNT to blow up wall" even though the wall's not there anymore !

No doubt I've taken the completely wrong approach, any ideas anybody?

DiGiTalySuICiDl
06-07-2004, 03:01 PM
no ideas on how to do the text here, but I will take a copy of that wall .map send it Here (eternalesnaity@aol.com), if you can. Thanks.

Mythic_Kruger
06-07-2004, 03:12 PM
Use a trigger_once... or simply give to the trigger_multiple the same name as the env_explosion.

Please post these kind of questions in the Q&A mapping forum. This will help people using the search function in the future.

T Sex-Pest
06-08-2004, 12:19 PM
DiGiTalySuICiDl : Your e-mail link doesn't work....

Trigger once would not achieve what I want. I want the message to be displayed to many people, but not at all after the wall has gone....

And I don't understand the second bit. I haven't got an env_explosion, do I need one cos there's a hell of a blast created by the funtion breakable, this obviously being proportional to the explode magnitude.

Looking back at what you've said, are you saying that targetting the trigger multiple would kill it (get rid of it)? Can you do this? If so, with anything? I thought you could only target stuff that could be switched or operated?

BTW. Sorry for posting at the wrong place, my first post...

Gorbachev
06-08-2004, 06:54 PM
Possibly use a multimanager that is set to toggle, so the state of the text is "on" to start with, while the rest are 0. Then when the TNT hits the objective the multimanager is triggered turning off the text and setting off the other elements of the wall. (Theoretically this would work, but I don't know if game_text has the option of being turned off/on by default.)

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