Glass that starts out broken: Difference between revisions
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#Open one of your maps or make a new one. | #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). | #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: | #Set up an [[env_explosion]] in the middle of the window, then change the options of the env_explosions as follows: | ||
{{entity-kvalue-start|env_explosion}} | |||
{{entity-kvalue|Name||..anything you want as long as you know what it is}} | |||
{{entity-kvalue|Magnitude|1|}} | |||
{{entity-kvalue-end}} | |||
#Then in the flags tab, change the flags as follows: | |||
{{entity-flag-start}} | |||
{{entity-flag|No fireball|on|}} | |||
{{entity-flag|No smoke|on|}} | |||
{{entity-flag|No decal|on|}} | |||
{{entity-flag|No sparks|on|}} | |||
{{entity-flag|No sound|on|}} | |||
{{entity-flag|No fireball smoke|on|}} | |||
{{entity-flag|No particles|on|}} | |||
{{entity-flag|No Dlights|on|}} | |||
{{entity-flag-end}} | |||
[[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) | #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" | #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. | #Test your map! When it loads the env_explosion will break the glass leaving the jagged glass edges on the side of the frame. |
Revision as of 01:34, 13 March 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:
Class: env_explosion | ||
Keyvalues | Comments | |
Name | ..anything you want as long as you know what it is | |
Magnitude | 1 | |
- Then in the flags tab, change the flags as follows:
Flag | ||||
![]() |
No fireball | |||
![]() |
No smoke | |||
![]() |
No decal | |||
![]() |
No sparks | |||
![]() |
No sound | |||
![]() |
No fireball smoke | |||
![]() |
No particles | |||
![]() |
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.