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flagwait() Blockers will open when a flag is set in script. They have no cost, hintstring, or trigger_use.

WARNING: This tutorial can only be used if you have applied the UGX Modtools Patch to your World at War installation. To install the patch, refer to "Installing the Files"  in the  Modtools Installation Guide.

Preparation

Items needed

First you must create the blocker in Radiant. A flag_wait() blocker consists of these items:

  • One or more debris script_brushmodels or script_models.
  • One or more clip script_brushmodels which prevent players from walking through the blocker before it is opened.

Setting the KVP's

NOTE: KVP is an abbreviation for "Key-Value Pair". When entering a KVP in the Radiant Entity Window, ensure that you have the entity selected first. If you do not have an entity selected, Radiant will automatically add the KVP to the "worldspawn" entity. This is BAD and will likely cause your map to crash while loading! In these pages, KVP's are referred to in this format: Key | Value. Note they are separated by a pipe ( | ) character. This character should be ignored when entering the Key-Value Pair.
To properly add a KVP to an entity:

  • Select the entity by holding the Shift key on your keyboard followed by clicking the entity(ies) that you wish to add a KVP to.
  • Enter the first value (this is the Key) into the text field labeled "Key"
  • Enter the second value (this is the Value) into the text field labaled "Value".
  • Press the Enter key on your keyboard to save the KVP to the entity. You should see the KVP appear in the entity's KVP table (located above the Key text field).

Debris

Select one debris script_brushmodel or script_model and give it the following KVP's:

Key

Value

spawnflags

1

script_flag_wait

1

  • script_flag_wait's value should be set to the flag which will trigger this blocker.

If you have more than one debris script_brushmodel or script_model, select the remaining debris and give them this KVP:

Key

Value

spawnflags

1

Clips

Select the clip script_brushmodel(s) and give them the following KVP:

Key

Value

spawnflags

1

Targeting in Radiant

Linking the Entities

Now that you have created all of the necessary items and given them the correct KVP's, it is time to link the items together using targeting.

NOTE: "targeting" is a method for linking entities together in a group. Targeting has menu useful applications, such as controlling an entity that has multiple pieces. For example, the Mystery Box uses targeting to link each separate script_model part of the box to the main trigger_use. Targeting generates automatic targetname and target KVP's on the affected entities. When two items are properly linked together, a red or blue line is drawn from the main entity to each of its targets/links in Radiant.
To properly target one item to another:

  • Determine which of the affected entities is going to be the "root entity". The root entity is the entity that will be referenced by name in script. Root entities are found in script by using getEnt("root_entity_targetname", "targetname");.
  • Determine which of the affected entities is going to be the target/link. The target/link entity(ies) are the "children" of the root entity and do not need specific targetnames. Target/link entities are found in script by using getEnt(root_entity.target, "targetname");
  • Deselect all items by pressing ESC on your keyboard
  • Select the root entity first.
  • Next, select one of the target/link entities and press W on your keyboard. This will create the link between the two entities. Repeat this step for all target/link children of the root entity until all entities have red or blue lines connecting them to the root entity.

In this case, the root entity is the debris entity that you gave the script_flag_wait KVP.
The children of the root entity are the remaining clip(s) and debris model(s). Link them to the root entity using the instructions above.

Defining a script_linkTo

Optionally you can specify a point for debris to fly away towards when triggered by the flag. For example, you could specify that the debris fly away at a 45 degree angle into the ground.

To define a script_linkTo:

  • Spawn a script_struct in Radiant and position it at the point where you want the debris to fly to.
  • Give the script_struct the following KVP:

    Key

    Value

    script_linkName

    <linkName>

Replace <linkName> with a unique name of your choosing. *Do not use the same linkName for more than one script_struct!

  • Select your root entity debris and give it the following KVP:

    Key

    Value

    script_linkTo

    <linkName>

  • Replace <linkName> with the unique name you gave the script_struct.
  • If entered correctly, a red line will be drawn from the debris model to the script_struct. This line is the path that the debris will follow when flying away.

Finishing Up

Creating copies of the Debris

Now that you have created one working flagwait() blocker, you can copy/paste it as many times as you want. Since we used targeting, the targetnames of the children are dynamic and will be regernerated for every copy.

Credit: Treminaor