Soverain 
 
 
		
			Junior Member 
			
			
			
 
			
	Posts: 18 
	Threads: 5 
	Joined: Jul 2012
	
 Reputation: 
1
		
	 | 
	
		
			
Making a breakable wall 
			 
			
				Okay, so I am fairly new to this scripting and level editing stuff but I want to learn and make complex levels. If I understand correctly I need this line of script void SetPropHealth(string& asName, float afHealth); in order to have the wall to be broken. The wall I want is the "mansionbase_secret_passage_1" how would I go about making this wall get broken when an object is thrown at it? 
 
 
Would it be SetPropHealth( Thenameofwall, (not sure what float means, is it the one with integers or decimals) and a number for health?
			 
			
			
			
				
(This post was last modified: 07-29-2012, 12:38 AM by Soverain.)
 
				
			 
		 |  
	 
 | 
 
	| 07-28-2012, 06:48 AM  | 
	
		
	 | 
 
 
	
		
		Your Computer 
 
 
		
			SCAN ME! 
			
			
			
 
			
	Posts: 3,456 
	Threads: 32 
	Joined: Jul 2011
	
 Reputation: 
235
		
	 | 
	
		
			
RE: Making a breakable wall 
			 
			
				The wall itself is designed to break when an object is thrown at it. There's no need to script anything for it to break.
			 
			
			
 
			
		 |  
	 
 | 
 
	| 07-28-2012, 07:01 AM  | 
	
		
	 | 
 
 
	
		
		Adny 
 
 
		
			Posting Freak 
			
			
			
 
			
	Posts: 1,766 
	Threads: 6 
	Joined: Mar 2012
	
 Reputation: 
173
		
	 | 
	
		
			
RE: Making a breakable wall 
			 
			
				To do this, create a small script_area, size it the approximate size of the wall you want to break, then place it in front of the wall. The key to placing it is to do so in a way so that if an object (i.e. a barrel) is thrown at the wall, it will hit the script_area first; you do not want the script_area to be so far out as to break the wall at an unrealistic distance. After doing so, you can use this script, replacing all necessary information (i.e. the name of the item, function, script area and wall). 
 
void OnStart() 
{ 
	AddEntityCollideCallback("NAME_OF_OBJECT", "NAME_OF_SCRIPT_AREA", "FUNC", true, 0); 
} 
 
void FUNC(string &in asParent, string &in asChild, int alState) 
{ 
	SetPropHealth("NAME_OF_WALL", 0.0f); 
} 
 
Hope that helped!
			 
			
			
 
I rate it 3 memes. 
			
		 |  
	 
 | 
 
	| 07-28-2012, 07:02 AM  | 
	
		
	 | 
 
 
	
		
		Soverain 
 
 
		
			Junior Member 
			
			
			
 
			
	Posts: 18 
	Threads: 5 
	Joined: Jul 2012
	
 Reputation: 
1
		
	 | 
	
		
			
RE: Making a breakable wall 
			 
			
				Hmm...I'm not sure if my other scripts are messing it up but i get an error "," or ";" upon trying to load my map 
 
 
//////////////////////////// 
// Run when entering map 
void OnStart() 
{ 
	AddEntityCollideCallback("Player","start","monster",true,1); 
	AddEntityCollideCallback("grunt","stop","monsterend",true,1); 
	 
	AddEntityCollideCallback("armor", "wallbreak", "FUNC", true, 0); 
} 
 
void monster(string & asParent, string &in asChild, int alState) 
 
void FUNC(string &in asParent, string &in asChild, int alState) 
{ 
	SetEntityActive("grunt",true); 
	AddEnemyPatrolNode("grunt","node",0,""); 
	 
	SetPropHealth("breakwall", 0.0f); 
	 
} 
 
void monsterend(string & asParent, string &in asChild, int alState) 
{ 
	SetEntityActive("grunt",false);
			 
			
			
			
		 |  
	 
 | 
 
	| 07-28-2012, 07:26 AM  | 
	
		
	 | 
 
 
	
		
		Adny 
 
 
		
			Posting Freak 
			
			
			
 
			
	Posts: 1,766 
	Threads: 6 
	Joined: Mar 2012
	
 Reputation: 
173
		
	 | 
	
		
			
RE: Making a breakable wall 
			 
			
				Things look a little jumbled up; I revised it: 
 
 
//////////////////////////// 
// Run when entering map 
void OnStart() 
{ 
AddEntityCollideCallback("Player", "start", "monster", true, 1); 
AddEntityCollideCallback("grunt", "stop", "monsterend", true, 1); 
AddEntityCollideCallback("armor", "wallbreak", "FUNC", true, 0); 
} 
 
void monster(string &in asParent, string &in asChild, int alState) 
{ 
SetEntityActive("grunt", true); 
AddEnemyPatrolNode("grunt", "node", 0, ""); 
} 
 
void FUNC(string &in asParent, string &in asChild, int alState) 
{ 
SetPropHealth("breakwall", 0.0f); 
} 
 
void monsterend(string & asParent, string &in asChild, int alState) 
{ 
SetEntityActive("grunt", false); 
}
			 
			
			
 
I rate it 3 memes. 
			
		 |  
	 
 | 
 
	| 07-28-2012, 07:29 AM  | 
	
		
	 | 
 
 
	
		
		Soverain 
 
 
		
			Junior Member 
			
			
			
 
			
	Posts: 18 
	Threads: 5 
	Joined: Jul 2012
	
 Reputation: 
1
		
	 | 
	
		
			
RE: Making a breakable wall 
			 
			
				aha thank you, i got the script to work.
			 
			
			
			
		 |  
	 
 | 
 
	| 07-28-2012, 07:35 AM  | 
	
		
	 | 
 
 
	 
 |