Glass that starts out broken
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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 | ||||
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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 (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" - Test your map! When it loads the env_explosion will break the glass leaving the jagged glass edges on the side of the frame.