Glass that starts out broken

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Revision as of 01:34, 13 March 2006 by 0.51 (talk | contribs)
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This tutorial assumes you already know how to create breakable glass, if not then follow that tutorial first.

  1. Open one of your maps or make a new one.
  2. Make a func_breakable_surf with a frame around it (as if you are making a normal breakable window).
  3. 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
  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
Broken glass that breaks when the map starts
  1. 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)
  2. 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"
  3. Test your map! When it loads the env_explosion will break the glass leaving the jagged glass edges on the side of the frame.