rocketable targets act like flag caps
caboose
06-30-2006, 05:25 AM
is there any way to make a rocketable target (destructable wall etc) into a flag cap point?
so when the american shoots the rocket at the wall ,it blows up and give the allies the point?
fikes
06-30-2006, 08:13 AM
yes there probably is but you have to know your physics in hammer. And making a hole building blow up with the rocket is also another task on its own. Ill work with a small building today and see if I can work it out. Shoot me a holla if you need some help.
caboose
06-30-2006, 08:31 AM
im just thinking, do breakable walls have a filter section, so u can put a filter to only blow up from allied weapons...then allied fires, it blows up, and outputs to a hidden flag under the map that it should set to now belong to allies...
than u can make a really long range rocket fight between towers etc and slowly blow them up
fikes
06-30-2006, 09:53 AM
ok im going away for a week or so but before I go ill see what I can help you with here. I made a map today and It sort of worked. This is what I did and maby you can work out the bug. First I made my building "simple". Next I cut areas of it to make the explosion part. After I cut the areas I tied the parts I wanted to a func_breakable. I made the strength 80 since I was dooing a wall and floor break and It needed to be a little weeker for the rocket "still nothing else can break it down", and I also made the gibs rocks since its a building and the min damage to hurt 80 as well. Now if you run the map and compile it you have a building that can be shot down with the bazooka. Now back in hammer we get to the physics. First I had a few windows so I tied the func_breakable to some glass as "on break, target window1a, via this imput break", I also tied it to a model as "on break, target window1, via this imput break" that way that goes away to. So now if you run the map again you have the window glass and window along with the wall blow up, so now you have a big old hole in the wall. Now if this is what you are looking to do lets get to the physics part. Back in hammer I made a big box that covers the whole map. I put a trigger texture on it and then tied that to entity, dod_capture_area. I set thoes settings as "start disabled=yes", ummm "time to cap=0", "name=capture1", etc. Now you have a capture area. The flag is not needed becasue thats only to allow the person to know where the cap is at and to see who ows the flag at the time. Now if you want a point capture sound you ARE going to need to put one in and if you dont want to see it you can hide it under the map. So go again and put in a dod_control_point. Set the name as capture1a, and all the other settings. Go back to the trigger properties and make the last property in the left side the name of the flag. I also made the flag disabled. Ok now go back to the func_breakable. In the outputs I tied one to "on break, capture1, enabled" and "on break, capture1a, enabled". Now this SHOULD work BUT it DOESENT. See now when you rocket the wall it should enable the control point since it is disabled in the properties and then since you are in a huge control_point covering the whole map it should capture. Now I went back into my settings and put for the trigger on the control_point start disabled no so when I spawn it is working and it works that way. But I am not seeing why if its diabled and you shoot the wall to enable it, it does not turn on. Well thats all I got and its time to go. Sorry if these instructions are bad and I know they are because I am in a rush. I dont know if you are any good with physics but see if you can tweek out the problem. Or if anyone else sees this thred see what you can do. Well I must go. I will bring my laptop camping with me to see if they have internet there and if they do I will see if I can help you out some more. Otherwise you might be stuck untill next friday if you or anyone else cant figure it out. My sugestion is build you map first then you can work on the physics part later. By then I hope to have solved it since I would like to do the same for a map of mine. I was thinging a mix of caping flags, blow up tanks, and blow up buildings with rockets, this way it gives the rocket a point. Again my house was small and only a small hole was made. If you want to destory a hole building that is going to take some work. Ill work on that after I figure out how to get the capture to work. Untill then good luck.
Ca-Chicken-Soup
06-30-2006, 08:35 PM
My god, learn to use paragraphs :eek: that's impossible to read!
As far as I know there still isn't a 'destroyable by bazooka only' flag (as there was in dod:g) which we were all hoping for with the new objective code.
What you could do is just use a satchel charge, which is already all set-up to give points and such when 'capped' and which also destroys something.
TOP GUN Mav
06-30-2006, 09:10 PM
I got a breakable wall to work by being destroyed using the TNT charge.
The charge could be set by any team, and you could even diffuse your own teams TNT, LOL.
Anyway the only problem I experienced was when the round restarted (and after you had blown it for the first time), or in my case when I switched teams to restart the map, the wall was still gone from the previous explosion but the ghost outline of the satchel charge was still their.
Anyone got any ideas how i get the wall to re-appear when the round re-starts.
P.S - I used func_brush for the wall as i wanted to name it for the inputs and outputs of the explosion coding. Is this right? or should I tie the brush some other func.
theozzmancometh
06-30-2006, 09:35 PM
isn't there a capture_point vs the control_point... one is used as an instant flag one is used as a timed capture?
Ca-Chicken-Soup
06-30-2006, 11:21 PM
Originally posted by TOP GUN Mav
P.S - I used func_brush for the wall as i wanted to name it for the inputs and outputs of the explosion coding. Is this right? or should I tie the brush some other func.
Wouldn't a func_breakable work?
Ozz - the flag caps all are timed, the instant ones just have really short times - it's the same ent
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