Glass that starts out broken

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Revision as of 21:02, 7 September 2005 by Hp-p00nst3r (talk | contribs)
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I couldn't seem to find a tutorial about how to make a glass window start out broken, so I decided that I'd write one. Just so you know, this is my first tutorial.

I assume you already now how to make a proper breakable window. If you do not know, there is a good tutorial about it here at [[[1]]].

Step 1: Open one of your maps or make a new one.

Step 2: Make a func_breakable_surf with a frame around it (as if you are making a normal breakable window).

Step 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.

Step 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)

Step 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"

Step 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.