trigger_once --> func_breakable = no explosion?
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Re: trigger_once --> func_breakable = no explosion?
Posted by Kampy on Sat Jul 25th at 7:11pm 2009


Hi! I have a problem with this construction:


This is how it looks in-game:


It's actually supposed to explode, but it only breaks into violet pieces of error:


Do you have any idea why? smiley




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Re: trigger_once --> func_breakable = no explosion?
Posted by Niborius on Sat Jul 25th at 7:34pm 2009


Did you check the flags? Maybe it says something like "Explosive"





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Re: trigger_once --> func_breakable = no explosion?
Posted by Kampy on Sat Jul 25th at 7:43pm 2009


Quoting Niborius
Did you check the flags? Maybe it says something like "Explosive"


Im afraid not. Maybe this function is obsolete. I loved using it in my first HL1 map where I put in lots of explosive crates and barrels lol.




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Re: trigger_once --> func_breakable = no explosion?
Posted by reaper47 on Sat Jul 25th at 9:41pm 2009


I noticed that, too. Maybe we both missed a flag or value, but if everything fails, just use an env_explosion triggered "On Break".

The violet is probably a missing cubemap reflection. Place env_cubemaps in your map, run "buildcubemaps" in-game, make sure sv_cheats 1 is set and restart the map. There should be a billion tutorials on that by now.




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Re: trigger_once --> func_breakable = no explosion?
Posted by Kampy on Sun Jul 26th at 9:46am 2009


well I got the purple away with the cubemap thing, but these pieces are still too small and there's no explosion.
P.S. I decided to make a manual explosion and change the value to cinderblock although it doesnt really fit the material it looks much better.




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Re: trigger_once --> func_breakable = no explosion?
Posted by Natus on Sun Jul 26th at 2:11pm 2009


Change the prop data to metal.large or metal.medium.



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Re: trigger_once --> func_breakable = no explosion?
Posted by Kampy on Sun Jul 26th at 2:25pm 2009


Quoting Natus
Change the prop data to metal.large or metal.medium.


I did. It had no effect whatsoever. smiley




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Re: trigger_once --> func_breakable = no explosion?
Posted by reaper47 on Sun Jul 26th at 5:28pm 2009


Quoting Kampy
these pieces are still too small


The only way you get them to look 100% correct is making your own prop and gibs models. It's a ton of work, though.




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Re: trigger_once --> func_breakable = no explosion?
Posted by Kampy on Sat Aug 8th at 9:09pm 2009


Accepted Answer
I think the problem was that the function is deactivated on TF2 like many many other functions. smiley





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