Glass that starts out broken: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
(added alternative method, minor change to original method to avoid potential confusion) |
||
Line 1: | Line 1: | ||
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. | *Open one of your maps or make a new one. | ||
Line 5: | Line 4: | ||
*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-start|[[env_explosion]]}} | ||
{{entity-kvalue|Name|| | {{entity-kvalue|Name|<name>|<name> is whatever name you wish to give to this entity}} | ||
{{entity-kvalue|Magnitude|1|}} | {{entity-kvalue|Magnitude|1|}} | ||
{{entity-kvalue-end}} | {{entity-kvalue-end}} | ||
Line 22: | Line 21: | ||
*Change the entity outputs for the logic_auto as follows: | *Change the entity outputs for the logic_auto as follows: | ||
{{entity-output-start}} | {{entity-output-start}} | ||
{{entity-output|OnMapSpawn| | {{entity-output|OnMapSpawn|<name>|Explode|||Yes|<name> is the name you gave the entity in the third step above}} | ||
{{entity-output|||||||}} | {{entity-output|||||||}} | ||
{{entity-output-end}} | {{entity-output-end}} | ||
Line 30: | Line 29: | ||
{{entity-flag-end}} | {{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. | *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]] | [[Image:Brokenglasstutorial0000.jpg|thumb|300px|right|Broken glass that breaks when the map starts]]<br style="clear:both"> | ||
===Alternative method=== | |||
*Name the func_breakable_surf you created in step 2 above. | |||
*Don't create the env_explosion entity in step 3 above. | |||
*Do create the logic_auto entity in step 5 above. | |||
*Change the entity outputs for the logic_auto as follows: | |||
{{entity-output-start}} | |||
{{entity-output|OnMapSpawn|<name>|Shatter|0.5 0.5 128||Yes|<name> is the name you gave the func_breakable_surf entity}} | |||
{{entity-output|||||||}} | |||
{{entity-output-end}} | |||
*Adjust the parameter above as desired. Changing the size of the third number (128) will change how much of the window is broken. | |||
[[Category:Level Design]] [[Category:Tutorials]] |
Revision as of 10:59, 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 | <name> | <name> is whatever name you wish to give to this entity |
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 | <name> | Explode | Yes | <name> is the name you gave the entity in the third step above | {{{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.
Alternative method
- Name the func_breakable_surf you created in step 2 above.
- Don't create the env_explosion entity in step 3 above.
- Do create the logic_auto entity in step 5 above.
- 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 | <name> | Shatter | 0.5 0.5 128 | Yes | <name> is the name you gave the func_breakable_surf entity | {{{8}}} | ||
![]() |
{{{8}}} | |||||||
- Adjust the parameter above as desired. Changing the size of the third number (128) will change how much of the window is broken.