Glass that starts out broken

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Revision as of 01:39, 13 March 2006 by 0.51 (talk | contribs)
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Broken glass that breaks when the map starts

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
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
File:Entity-output-iconOnMapSpawn.png env_explosion Explode Yes env_explosion is the name you typed for that entity {{{8}}}
Entity-output-icon.png {{{8}}}
  • 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.