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: | |||
{{entity-kvalue-start|env_explosion}} | {{entity-kvalue-start|[[env_explosion]]}} | ||
{{entity-kvalue|Name||..anything you want as long as you know what it is}} | {{entity-kvalue|Name||..anything you want as long as you know what it is}} | ||
{{entity-kvalue|Magnitude|1|}} | {{entity-kvalue|Magnitude|1|}} | ||
{{entity-kvalue-end}} | {{entity-kvalue-end}} | ||
*Then in the flags tab, change the flags as follows: | |||
{{entity-flag-start}} | {{entity-flag-start}} | ||
{{entity-flag|No fireball|on|}} | {{entity-flag|No fireball|on|}} | ||
Line 21: | Line 21: | ||
{{entity-flag-end}} | {{entity-flag-end}} | ||
[[Image:Brokenglasstutorial0000.jpg|thumb|300px|right|Broken glass that breaks when the map starts]] | [[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: | |||
{{entity-output-start}} | |||
{{entity-output|OnMapSpawn|env_explosion|Explode|||Yes|env_explosion is the name you typed for that entity}} | |||
{{entity-output|||||||}} | |||
{{entity-output-end}} | |||
*Then in the flags tab, change the flags as follows: | |||
{{entity-flag-start}} | |||
{{entity-flag|Remove on fire|on|}} | |||
{{entity-flag-end}} | |||
*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 01:38, 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:
My output | Target entity | Target input | Parameter | Delay | Only once | Comments | ||
File:Entity-output-iconOnMapSpawn.png | env_explosion | Explode | Yes | env_explosion is the name you typed for that entity | {{{8}}} | |||
![]() |
{{{8}}} | |||||||
- Then in the flags tab, change the flags as follows:
Flag | ||||
![]() |
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.