Glass that starts out broken: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 21: 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|<name>|Explode|||Yes|<name> is the name you gave the entity in the third step above}}
{{entity-output||OnMapSpawn|<name>|Explode|||Yes|<name> is the name you gave the entity in the third step above}}
{{entity-output|||||||}}
{{entity-output-end}}
{{entity-output-end}}
*Then in the flags tab, change the flags as follows:  
*Then in the flags tab, change the flags as follows:  
Line 38: Line 37:
*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|<name>|Shatter|0.5 0.5 128||Yes|<name> is the name you gave the func_breakable_surf entity}}
{{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}}
{{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.
*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]]
[[Category:Level Design]] [[Category:Tutorials]]

Revision as of 10:20, 19 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 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
Checkbox-on.png No fireball
Checkbox-on.png No smoke
Checkbox-on.png No decal
Checkbox-on.png No sparks
Checkbox-on.png No sound
Checkbox-on.png No fireball smoke
Checkbox-on.png No particles
Checkbox-on.png 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
Entity-output-icon.png OnMapSpawn <name> Explode Yes <name> is the name you gave the entity in the third step above
  • Then in the flags tab, change the flags as follows:
Flag
Checkbox-on.png 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.
Broken glass that breaks when the map starts


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
Entity-output-icon.png OnMapSpawn <name> Shatter 0.5 0.5 128 Yes <name> is the name you gave the func_breakable_surf entity
  • Adjust the parameter above as desired. Changing the size of the third number (128) will change how much of the window is broken.