Breakable. Swinging doors?
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Re: Breakable. Swinging doors?
Posted by UltimateRugal on Tue Sep 2nd at 10:20pm 2003


Is there anyway that I can make this effect? maybe something to do with the env_render? [addsig]



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Re: Breakable. Swinging doors?
Posted by RJ8722 on Tue Sep 2nd at 10:38pm 2003


You need to tell us more on what effect you want to create.



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Re: Breakable. Swinging doors?
Posted by Gollum on Tue Sep 2nd at 10:39pm 2003


*EDIT* this isn't as correct as its blue outline suggests, though it's a good start.  See below.... *EDIT*

You can take a func_door_rotating, and set it up so that it moves however you like (a "swinging door").  If you just want the door to move (not swing), use a func_door instead.  Then whenever you need to "break" it, you use an env_render to make it invisible and spawn a load of gibs using env_shooters.

The env_render should be set to rendermode solid and render amount 0.  The door needs to be named so that the env_render can be set to affect it.

You can make several gibshooters - useful for spawning a field of gibs - or just one.  The gibs will all come from the precise position of the gibshooter, so more than one usually looks best.  Choose a model for the gibs that looks roughly like broken pieces of your door.





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Re: Breakable. Swinging doors?
Posted by UltimateRugal on Tue Sep 2nd at 10:39pm 2003


Wow thank you. This really helped me alot!

[addsig]




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Re: Breakable. Swinging doors?
Posted by Gollum on Tue Sep 2nd at 10:43pm 2003


No problem - good luck, it's a neat effect once it's set up   You can also use a different env_render (normal rendermode) whenever you want the door to reappear.  I have a variation on this trick that makes a replacement door appear to rise out of the ground.



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Re: Breakable. Swinging doors?
Posted by Jinx on Tue Sep 2nd at 10:51pm 2003


erm, but the env_render doesn't make the door stop being SOLID though, does it?



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Re: Breakable. Swinging doors?
Posted by RJ8722 on Tue Sep 2nd at 10:58pm 2003


But he can have it opened ... so you could still walk through ...



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Re: Breakable. Swinging doors?
Posted by Gollum on Tue Sep 2nd at 11:00pm 2003


Blast - that's a good point.  My solution above will run into problems whenever something is supposed to move through the opening.  Dammit, I'm tired.

Hack solution:

If you only want to use this effect once, forget about the env_render and just use a trigger to killtarget the door.  That way the door will disappear completely - but you can never get it back.

Otherwise, you can use the "passable" flag to stop the door from blocking people, and use some nasty combination of invisible func_wall_toggles, or doors or trains to provide blocking walls that correspond to the open and close positions.  These would need to be synched though - to be honest it's a big mess   Whenever I've needed to use this sort of solution in the past it's been a real nuisance.

Sorry I missed that obvious problem at first.

PS if you were using the wonderful Spirit of HL, then an env_customize would do the job (it gives control over solidity, to name just one thing).

 






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