Creating a destructible objective
Destructible objectives are "gameplay/destructible/<teamname>" entities and are accompanied by two triggers, a trigger_noplant and a gameplay_destructible_trigger.
Contents
Destructible objective
Add the objective by creating a gameplay/destructible/strogg entity and add the key pair modelmodels/mapobjects/strogg/stroyent_barrel_holder.lwo. This crate of stroyent will be our final objective.
Required Keys
The following keys should be used on our final objective:
- dmg_splash_damage damage_objective_explosion
- The damage dealt when the objective is destroyed.
- object_name maps/valley/strogg_device
- The name of the objective in game.
- objective_index 3
- Since this is the fourth objective, this should be 3. The first objective is always 0.
- snd_defend_gdf sounds/vo/gdf/highcommand/maps/valley/contaminator/defendexpl
- Sound shader played to GDF when a charge is planted. Played after snd_planted_strogg.
- snd_defend_strogg sounds/vo/strogg/nexus/maps/valley/contaminator/disarm
- Sound shader played to Strogg when a charge is planted. Played after snd_planted_gdf.
- snd_destroyed_gdf sounds/vo/gdf/highcommand/maps/valley/gdfwin
- Sound shader played to GDF when the objective is destroyed.
- snd_destroyed_strogg sounds/vo/strogg/nexus/maps/valley/strogglose
- Sound shader played to Strogg when the objective is destroyed.
- snd_disarmed_gdf sounds/vo/gdf/highcommand/maps/valley/contaminator/disarmed
- Sound shader played to GDF when a charge is disarmed.
- snd_disarmed_strogg sounds/vo/strogg/nexus/maps/valley/contaminator/disarmed
- Sound shader played to Strogg when a charge is disarmed.
- snd_intro_gdf sounds/vo/gdf/highcommand/maps/valley/contaminator/destroy/long
- Sound shader played to GDF at the objective start.
- snd_intro_strogg sounds/vo/strogg/nexus/maps/valley/contaminator/defend/long
- Sound shader played to Strogg at the objective start.
- snd_planted_gdf sounds/vo/gdf/highcommand/maps/valley/contaminator/planted
- Sound shader played to GDF when a charge is planted.
- snd_planted_strogg sounds/vo/strogg/nexus/maps/valley/contaminator/planted
- Sound shader played to Strogg when a charge is planted.
- snd_reminder_gdf sounds/vo/gdf/highcommand/maps/valley/contaminator/destroy
- Sound shader played to GDF reminding them about the objective.
- snd_reminder_strogg sounds/vo/strogg/nexus/maps/valley/contaminator/defend
- Sound shader played to Strogg reminding them about the objective.
- task_name maps/valley/task_device
- The task name. Used when this is your mission.
- model models/mapobjects/strogg/stroyent_barrel_holder.lwo
- Display model in game.
- team strogg
- Team which the objective belongs to.
Triggers
There are two triggers present for a typical destructible objective:
trigger_noplant
A 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.
Required Keys
- team strogg
- This means the strogg are not allowed to plant here.
gameplay_destructible_trigger
A 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.
Required Keys
- target strogg_device
- The name of the objective.
Worldspawn keys
The final objective requires a worldspawn key:
- "script_strogg_device" strogg_device.