Dynamite Object

1. Draw out a brush for the size you want your object. (See this tutorial if you don't know how to draw brushes.)


2. With your brush still selected, right-click on any of the 2D views, and choose 'func/func_explosive'.


3. With your brush selected, press N to open the Entities dialog box. The top window here should have 'func_explosive' selected, the middle window gives you information on what Keys/Values you can use, and the lowest window is where you enter information to change how the object will act. In the Key field type 'scriptname', then press Tab to jump to the Value field and type 'dynamitetest', then press Enter. This lets us use a script with the object, which we'll get to later. You may enter your own text instead of 'dynamitetest', but remember to also change the word in the script file we'll create later on.


***OPTIONAL***
4. Let's also enter the Key 'mass' and the Value '400' and press Enter. This makes a lot more debris appear breifly after you destroy the item. Also left-click on 'useshader' to select it. This makes the texture/shader of the object also appear on the debris (you'll obviously want to change the default texture, See this tutorial if you don't know how to apply textures/shaders). In the middle window there are many other Keys listed you can test out, along with a brief description of their function, so go and experiment!


5. Press Escape to deselect everything. Draw out another brush to surround your object, it's OK to overlap the brushes in this case. Apply the shader 'common/trigger' to the cloned brush. (See this tutorial if you don't know how to apply textures/shaders.) In game this brush will be invisible, but it will act as our trigger to let the players know when they are near the object, and the players must place the dynamite within this trigger brush.


6. With your trigger brush still selected, right-click on any of the 2D views, and choose 'trigger/trigger_objective_info'.


7. With the trigger brush selected, press N to open the Entities dialog box. In the Key field type 'track', then press Tab to jump to the Value field and type 'the Dynamite Test', then press Enter. This will be the text that appears on the players screen when he touches the trigger, after the words "You are near ". We need to add a couple more Keys and Values, so this time type 'shortname' as the Key and 'Dynamite Test' as the Value, and enter. This is the text that appears on the command map next to your object. Now add 'objflag' and '4' as the Value. This makes the dynamite icon appear on the command map. Lastly left-click on either the axis_objective or the allied_objective to decide which team should blow up the wall (it's reversed, for example if you select axis_objective then the Allied must blow it up).


8. Now we need to select the trigger brush and then the original brush, in that order, then press Ctrl+K to link them both together. This adds the same 'targetname' Key to both brushes with a random Value (for example, 't1'). You can also add these Keys/Values yourself to each brush, and type whatever you want, as long as both match they will be linked.

9. In the next step we're going to be adding a script, but first we need to add an entity to our map that will enable us to use scripts (you can skip this step if you've created this entity once already). Press Escape to deselect everything, then right-click on any of the 2D views and choose 'script/script_multiplayer'. With this still selected, press N to open the Entities dialog box. In the Key field type 'scriptname', then press Tab to jump to the Value field and type 'game_manager', then press Enter. Press escape to deselect the entity. Now we can use scripts in our map.


10. Now we're done with Radiant for now, and need to create a script file (or simply add the following to your existing script file if you've created this once already). Create a new plain text file, enter the following text then save it in your '/maps' directory with the filename 'yourmapname.script'. Replace yourmapname with your maps filename, obviously. (You can create a plain text file by right-clicking in an Explorer window and choosing 'New/Text Document'.) The text in quotes after 'wm_announce' will appear in game on all the players screens once the object is blown up, you can change this to whatever you want.

game_manager
{
   spawn
   {
   }
}

dynamitetest
{
   spawn
   {
      wait 200
      constructible_class 3
   }
   death
   {
      wm_announce "Allies have blown up the Dynamite Test!"
   }
}


That's it! Now you can go and test out your dynamite object. In game, an icon should appear when you are close to the object, indicating you can plant dynamite to blow it up. (See this tutorial if you don't know how to compile and test maps.)



 Add your comments on this tutorial

  Did it work for you? Is there anything I missed? Mistakes? Just want to say thanks? Let me know!

your mama commented at 26 Jan, 2004 - 18:07

hey you!!! mother fucker go nd plant a dynamite in your asshole nd let it blow


Dersaidin commented at 12 Dec, 2003 - 05:09

Thanks for all your great tutorials. I think it would be great if you could make one on scripts. Or even just give us a demonstration script to look at.


Martin commented at 19 Nov, 2003 - 20:38

Excellent. Just what I've been looking for. An idiot proof guide to ET mapping. Thank you very much.


=|BTF|=CrAzY-NuTTeR commented at 16 Nov, 2003 - 10:21

No, Pakscape is better, it is easier to use aswel


IllegalX commented at 09 Nov, 2003 - 17:56

I can help a little bit for your .pk3 file: When you'r reaady with your map there are several files from your map in the etmain folder. like: mapname.map in the folder maps. You need an extracter like winrar. I use winrar So select the folder maps and add it to your archive select zip and rename you .zip to .pk3. Now youre done. Just put te .pk3 in your etmain folder. Open your et. There's one thing i didn't found out yet. You first have to open consol (~) then type /g_gametype 2 then /map


=|BTF|=CrAzY-NuTTeR commented at 08 Nov, 2003 - 21:30

Yeah me too, id like to see another section, also we need a section on how to make buil-boxes, you know, like in Gun Battery you need to use the build box to make the assualt ramp!


chris commented at 30 Oct, 2003 - 17:28

yeah like your tuts good for peeps starting out but a advanced section would be great things you could include is how to make an explosive object make a door open like they did on batterywall with the generators and the back door.


pap commented at 26 Oct, 2003 - 12:23

popierdolone to


?? commented at 18 Oct, 2003 - 14:45

I try and load my map and it says Error:script_multiplayer must have a "scriptname"


addict commented at 07 Oct, 2003 - 15:23

NIce tutorial. Could you please write tutorial about "what you have to include in to your final map" (what all needed in pk3 file and how to do it)


Karboogy commented at 03 Oct, 2003 - 19:50

Very Thx !!! But How do if i want make a final objective ? (after have explosed a tank the axis team have win for example)


commented at 23 Sep, 2003 - 16:09

great tut thx


NINJA WOLF commented at 16 Sep, 2003 - 18:51

nice tutorial i was i made it and it blows but it doesnt win the game for the team that blows it also i was wondering how 2 add more then one tnt object also can u give more tutorials yours r great can u add some about how 2 do rain,snow,and how 2 make a night time level and a tutorial about moving objects like tank would be great


ricm commented at 30 Aug, 2003 - 00:01

thx!


Blaster_jr commented at 28 Aug, 2003 - 22:11

Yo your tutorials are good and they have helped me so much while making my maps... if you would add an advanced map making section that includes curves,bends,and terrain help that would make my maps more interesting... My current map is called France... I plan on haveing it done on september 26. But i dont know if i can or not... The Advanced section would help me alot if you would!



Sorry, the comments are now closed.
These tutorials are over 20 years old, probably rubbish, and I don't even remember writing them - but, if you desperately need to, you can shoot me a message @sqwirral on Twitter.


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