
Timed destruction
- -Treetoad-
- Posts: 736
- Joined: Sat Jun 03, 2006 7:58 pm
- Contact:
![]() |
![]() |
Timed destruction
I had a brilliant idea for a fun mod, but most of what it would need requires knowledge past everything that I know. So my question today is, how do i make something such as a wall be destroyed over a fixed amount of time, say, 3 minutes? If your wondering, im going to try to remake FortWars from Garry's mod. Thanks in advance 

Sig over file size limit.
- bricksarefun
- Readers Club
- Posts: 411
- Joined: Mon Feb 26, 2007 7:19 pm
- Location: Behind 7 proxies
- -Treetoad-
- Posts: 736
- Joined: Sat Jun 03, 2006 7:58 pm
- Contact:
![]() |
![]() |
I mod, but i never really get anything to the point that it's "release worthy". In fact, this will probably end up the same if someone begs me to release it (which is what happened with my first and only release anyways
)
Also, I'm not the greatest with scripts... so I probably won't get very far trying that. On second thought I could always get a certain someone to help me out.

Also, I'm not the greatest with scripts... so I probably won't get very far trying that. On second thought I could always get a certain someone to help me out.
Sig over file size limit.
- CaptainPoopface
- Posts: 408
- Joined: Mon Jul 23, 2007 7:56 am
![]() |
![]() |
![]() |
You could use the itmc to spawn a detonating projectile at the same coordinates as the destructible wall. Use an invisible grenade with all material responses set to "Attach." Set the detonation time of the projectile to 3 minutes and spawn it at startup. Chain spawn a damaged wall bloc from the explosion if you want.
It would be much easier than scripting.
It would be much easier than scripting.
Retired. Thank you neodos, DemonicSandwich, DarkShallFall, Dragonfire, foxfanatic2317, GOWO and everyone in the hall of fame.
If you want to know how I did something, take apart my mods.
If you want to know how I did something, take apart my mods.
- bumlove
- Posts: 305
- Joined: Tue May 29, 2007 1:17 pm
- Location: Islamic fundamentlist capital of europe, seriously my home town is a hole
![]() |
I have a very similar problem and since a scripter has help once perhaps he may again I have lots of lights (blocs) that are referenced as script objects (called "static"_"0-35") and they spawn as/by script object spawn setting 256 (not at start up or by script but 256 whatever that is) I would like to destroy them by a switch (called "static_36" again a 256er ) and have them respawn again 2 minutes later
could someone type up the basic script for destroying static 0-2 with the switch (static 36) and respawning them again after 1minute and I'll do the rest
could someone type up the basic script for destroying static 0-2 with the switch (static 36) and respawning them again after 1minute and I'll do the rest
never underestimate the predictability of stupidity