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HOWTO red X on radar

 
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merlin1991



Joined: 19 Feb 2009
Posts: 4

PostPosted: Tue May 12, 2009 2:47 pm    Post subject: HOWTO red X on radar Reply with quote

as I noticed that on most 3rd party maps the red X on the radar isn't working I felt forced to write this:

If we look at the map script, especially the part for the bombspots we see this:
Code:
bombsiteA_crate
{
   spawn
   {
      score   10
      constructible_class 3
   }

   death
   {
      trigger game_manager bomb_detonated
   }
   
   defused
   {
      trigger game_manager bomb_defused
   }
   
   dynamited
   {
      setstate bombsiteA_crate dynamited
      setstate bombsiteB_crate inactive
      trigger game_manager bomb_planted
   }
}


important is the "dynamited" part, this part gets triggered when the bomb is planted
the two lines with setstate to the trick for the radar.
the first indicates to spot as planted (creates the x) and the second disables the other spot (deletes the char on the radar)

setstate changes the status of an enitity with the given targetname, so IF YOU GIVE YOUR FUNC_EXPLOSIVE A TARGETNAME LIKE t22 the radar will never work!
bombspot A has to have targetname = bombsiteA_crate
and bombspot B targetname = bombsiteB_crate

also notice that when you import map files or copy brushes (with space) the targetname gets a number at the end like bombsiteB_crate1, so whenever you import stuff or copy stuff go and check the targetnames

greetz merlin1991
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gonzo|Uncle Bionic



Joined: 11 May 2009
Posts: 12
Location: Under The Hood...

PostPosted: Tue May 12, 2009 5:44 pm    Post subject: Reply with quote

Could you make it HUGE, so noobs would find it also...
Confused Wink
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