Posted by UltimateRugal on Tue Sep 2nd at 10:20pm 2003
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Posted by RJ8722 on Tue Sep 2nd at 10:38pm 2003
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.
Gollum
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Posted by UltimateRugal on Tue Sep 2nd at 10:39pm 2003
Wow thank you. This really helped me alot! ![]()
UltimateRugal
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Posted by Gollum on Tue Sep 2nd at 10:43pm 2003
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Posted by Jinx on Tue Sep 2nd at 10:51pm 2003
Posted by RJ8722 on Tue Sep 2nd at 10:58pm 2003
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).
Gollum
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