Glass that starts out broken

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Revision as of 17:39, 22 February 2006 by Ts2do (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:
    Name: Anything you want as long as you know what it is
    Magnitude: 1
    Then in the flags tab, change the flags as follows: Check No fireball, No smoke, No decal, No sparks, No sound, No fireball smoke, No particles, and No Dlights.
    Broken glass that breaks when the map starts
  4. 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)
  5. 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"
  6. Test your map! When it loads the env_explosion will break the glass leaving the jagged glass edges on the side of the frame.