Slightly simplified, here's what I'm going for. There's a door, entirely of glass. On each side of the door there is a brass/metal door handle. You shoot the door, destroy the door, and the two door handles fall to the ground while the rest of the door shatters.
Ok, the part that should have been the easiest was making the glass door breakable. Just set a non-zero value in for the Health field, right? Apparently not...I tried setting it to 1 and have emptied a clip into it to no avail. Anyway, I'm not so worried about that really.
For the door handles...I tried both a func_breakable and a func_physbox with their parent fields set to the glass door, so they move together. I would have it (never got this far) so the door's destruction would convert the func_breakable to a func_physbox. These both have non-zero health values, too (though I tried with 0 health values as well).
To get the door to actually break I just changed it to a func_breakable...now what actually happens is when the doors break, both of the handles break as well. Huh? Apparently when the parent is "killed" it kills all the "children" too. I tried setting it so that the destruction of the door caused the two door handles to get their parent fields cleared, but as I believe this happens AFTER the door is destroyed (and not as it's destroyed) the handles still die.
That about sums it up...any ideas?


