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	<title>Creating a destructible objective - Revision history</title>
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	<updated>2026-06-10T05:29:03Z</updated>
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		<id>https://wiki.splashdamage.com/index.php?title=Creating_a_destructible_objective&amp;diff=3469&amp;oldid=prev</id>
		<title>Ducks: Batch update</title>
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		<updated>2007-11-21T17:59:12Z</updated>

		<summary type="html">&lt;p&gt;Batch update&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{first etqwmap toc}}&lt;br /&gt;
Destructible objectives are &amp;quot;gameplay/destructible/&amp;lt;teamname&amp;gt;&amp;quot; entities and are accompanied by two triggers, a [[Entity trigger_noplant|trigger_noplant]] and a gameplay_destructible_trigger.&lt;br /&gt;
&lt;br /&gt;
== Destructible objective ==&lt;br /&gt;
Add the objective by creating a gameplay/destructible/strogg entity and add the key pair {{keyname|model}}{{keyvalue|models/mapobjects/strogg/stroyent_barrel_holder.lwo}}. This crate of stroyent will be our final objective. &lt;br /&gt;
&lt;br /&gt;
=== Required Keys ===&lt;br /&gt;
The following keys should be used on our final objective:&lt;br /&gt;
&lt;br /&gt;
* {{keyname|dmg_splash_damage}} {{keyvalue|damage_objective_explosion}}&lt;br /&gt;
: The damage dealt when the objective is destroyed.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|object_name}} {{keyvalue|maps/valley/strogg_device}}&lt;br /&gt;
: The name of the objective in game.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|objective_index}} {{keyvalue|3}}&lt;br /&gt;
: Since this is the fourth objective, this should be 3. The first objective is always 0.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_defend_gdf}} {{keyvalue|sounds/vo/gdf/highcommand/maps/valley/contaminator/defendexpl}}&lt;br /&gt;
: Sound shader played to GDF when a charge is planted. Played after snd_planted_strogg.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_defend_strogg}} {{keyvalue|sounds/vo/strogg/nexus/maps/valley/contaminator/disarm}}&lt;br /&gt;
: Sound shader played to Strogg when a charge is planted. Played after snd_planted_gdf.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_destroyed_gdf}} {{keyvalue|sounds/vo/gdf/highcommand/maps/valley/gdfwin}}&lt;br /&gt;
: Sound shader played to GDF when the objective is destroyed.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_destroyed_strogg}} {{keyvalue|sounds/vo/strogg/nexus/maps/valley/strogglose}}&lt;br /&gt;
: Sound shader played to Strogg when the objective is destroyed.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_disarmed_gdf}} {{keyvalue|sounds/vo/gdf/highcommand/maps/valley/contaminator/disarmed}}&lt;br /&gt;
: Sound shader played to GDF when a charge is disarmed.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_disarmed_strogg}} {{keyvalue|sounds/vo/strogg/nexus/maps/valley/contaminator/disarmed}}&lt;br /&gt;
: Sound shader played to Strogg when a charge is disarmed.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_intro_gdf}} {{keyvalue|sounds/vo/gdf/highcommand/maps/valley/contaminator/destroy/long}}&lt;br /&gt;
: Sound shader played to GDF at the objective start.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_intro_strogg}} {{keyvalue|sounds/vo/strogg/nexus/maps/valley/contaminator/defend/long}}&lt;br /&gt;
: Sound shader played to Strogg at the objective start.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_planted_gdf}} {{keyvalue|sounds/vo/gdf/highcommand/maps/valley/contaminator/planted}}&lt;br /&gt;
: Sound shader played to GDF when a charge is planted.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_planted_strogg}} {{keyvalue|sounds/vo/strogg/nexus/maps/valley/contaminator/planted}}&lt;br /&gt;
: Sound shader played to Strogg when a charge is planted.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_reminder_gdf}} {{keyvalue|sounds/vo/gdf/highcommand/maps/valley/contaminator/destroy}}&lt;br /&gt;
: Sound shader played to GDF reminding them about the objective.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|snd_reminder_strogg}} {{keyvalue|sounds/vo/strogg/nexus/maps/valley/contaminator/defend}}&lt;br /&gt;
: Sound shader played to Strogg reminding them about the objective.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|task_name}} {{keyvalue|maps/valley/task_device}}&lt;br /&gt;
: The task name. Used when this is your mission.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|model}} {{keyvalue|models/mapobjects/strogg/stroyent_barrel_holder.lwo}}&lt;br /&gt;
: Display model in game.&lt;br /&gt;
&lt;br /&gt;
* {{keyname|team}} {{keyvalue|strogg}}&lt;br /&gt;
: Team which the objective belongs to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Destructible objective triggers.jpg|thumb|300px|left|Triggers surrounding the objective. Notice the inner &amp;quot;gameplay_destructible_trigger&amp;quot; conforms close to the objective so a charge cannot planted too far away]]&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
There are two triggers present for a typical destructible objective:&lt;br /&gt;
&lt;br /&gt;
=== trigger_noplant ===&lt;br /&gt;
A [[Entity trigger_noplant|trigger_noplant]] should surround the objective. This is used to define an area where a particular team is not allowed to plant charges, ie the defending team. This was added to stop the defending team planting charges at the objective, causing confusion for defending engineers/constructors. &lt;br /&gt;
&lt;br /&gt;
==== Required Keys ====&lt;br /&gt;
* {{keyname|team}} {{keyvalue|strogg}}&lt;br /&gt;
: This means the strogg are not allowed to plant here.&lt;br /&gt;
&lt;br /&gt;
=== gameplay_destructible_trigger ===&lt;br /&gt;
A [[Entity gameplay_destructible_trigger|gameplay_destructible_trigger]] should also surround the objective. This defines where the charge must be planted to be considered valid. Usually much more conforming to the objective model than the trigger no plant. &lt;br /&gt;
&lt;br /&gt;
==== Required Keys ====&lt;br /&gt;
* {{keyname|target}} {{keyvalue|strogg_device}}&lt;br /&gt;
: The name of the objective.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Worldspawn keys ==&lt;br /&gt;
The final objective requires a worldspawn key:&lt;br /&gt;
* {{keyname|&amp;quot;script_strogg_device&amp;quot;}} {{keyvalue|strogg_device}}.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Entity trigger_noplant|trigger_noplant]]&lt;br /&gt;
* [[Entity gameplay_destructible_trigger|gameplay_destructible_trigger]]&lt;/div&gt;</summary>
		<author><name>Ducks</name></author>
		
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