Glass that starts out broken: Difference between revisions
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This tutorial assumes you already know how to [[Creating Breakable Glass|create breakable glass]], if not then follow that tutorial first. | This tutorial assumes you already know how to [[Creating Breakable Glass|create breakable glass]], if not then follow that tutorial first. | ||
#Open one of your maps or make a new one. | |||
#Make a [[func_breakable_surf]] with a frame around it (as if you are making a normal breakable window). | |||
#Set up an [[env_explosion]] in the middle of the window, then change the options of the env_explosions as follows:<br />''Name: Anything you want as long as you know what it is''<br />''Magnitude: 1''<br />Then in the flags tab, change the flags as follows: Check No fireball, No smoke, No decal, No sparks, No sound, No fireball smoke, No particles, and No Dlights.[[Image:Brokenglasstutorial0000.jpg|thumb|300px|right|Broken glass that breaks when the map starts]] | |||
#Set up a [[logic_auto]] near the env_explosion (it doesn't matter where you put it, but I recommend that you put it in a convenient place) | |||
#Change the entity outputs for the logic_auto as follows (if you aren't sure how to use the input/output system, read this):<br />''My output named: OnMapSpawn''<br />''Target entities named: env_explosion (the name you typed for that entity)''<br />''Via this output: Explode''<br />''Check the box that says, "Fire once only".''<br />Then in the flags tab, change the flags as follows: Check "Remove on fire" | |||
#Test your map! When it loads the env_explosion will break the glass leaving the jagged glass edges on the side of the frame. | |||
[[Image:Brokenglasstutorial0000.jpg|thumb|300px|right|Broken glass that breaks when the map starts]] | |||
Revision as of 17:39, 22 February 2006
This tutorial assumes you already know how to create breakable glass, if not then follow that tutorial first.
- Open one of your maps or make a new one.
- Make a func_breakable_surf with a frame around it (as if you are making a normal breakable window).
- Set up an env_explosion in the middle of the window, then change the options of the env_explosions as follows:
Name: Anything you want as long as you know what it is
Magnitude: 1
Then in the flags tab, change the flags as follows: Check No fireball, No smoke, No decal, No sparks, No sound, No fireball smoke, No particles, and No Dlights. - Set up a logic_auto near the env_explosion (it doesn't matter where you put it, but I recommend that you put it in a convenient place)
- Change the entity outputs for the logic_auto as follows (if you aren't sure how to use the input/output system, read this):
My output named: OnMapSpawn
Target entities named: env_explosion (the name you typed for that entity)
Via this output: Explode
Check the box that says, "Fire once only".
Then in the flags tab, change the flags as follows: Check "Remove on fire" - Test your map! When it loads the env_explosion will break the glass leaving the jagged glass edges on the side of the frame.