Glass that starts out broken: Difference between revisions
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This tutorial assumes you already know how to [[ | This tutorial assumes you already know how to [[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. | ||
*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). |
Revision as of 23:25, 6 April 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 | ||||
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No fireball | |||
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No smoke | |||
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No decal | |||
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No sparks | |||
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No sound | |||
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No fireball smoke | |||
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No particles | |||
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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 | ||
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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 | ||||
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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 | ||
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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.