I was wandering about the net and came across a chinese website discussing fritzbot where the beta version of his map was mentionned. Well that got me to trying it out and I liked the textures so much I decided to
waypoint the final version a couple of days ago. So far so good but I am having problems with a fake func_construct I have added. The allied engrs twist and point in the wrong direction. The added script creates are;
Code:
//this creates the 'dynamitable' or 'constructable' hint icon
create
{
classname "func_constructible"
spawnflags "9" //CONSTRUCTIBLE_START_BUILT(1)|ALLIED_CONSTRUCTIBLE(8)
scriptname "backdoor"
targetname "backdoor"
origin "460 -395 445"
mins "-13 -10 0" //keep it small so the bots don't clip it
maxs "13 10 128"
eflags 65536 // EF_FAKEBMODEL?
svflags 1 // SVF_NOCLIENT?
model "*49" //what does it do with no brush?
team "1" //
//health "200"
}
create
{
scriptName "backdoor_obj"
classname "trigger_objective_info"
targetname "backdoor_obj"
target "backdoor"
origin "460 -395 445"
mins "-75 -85 0"
maxs "75 85 128"
spawnflags 18 // ALLIED_OBJECTIVE(2) | CUSTOMIMAGE
track "the Back Door"
shortname "Back Door"
eflags 65536 //mal: added EF_FAKEBMODEL so TOI can be predicted by client!
customaxisimage "gfx/limbo/cm_radar_maindoor" //map icon
}
The z axis is about 60 above the floor of 384 (and I have tried lower z axis values) and the center is to one side of the door it controls (with a small clip protrusion from the wall when built). The bots dynamite ok but fail to construct (which I can do easily). Do I need to shift the center, or further reduce the mins and maxes?
BTW I will eventually want to add a visible brush and model (the existing door) for the blown case.