exploding Brushes
Post Reply
Quote
Re: exploding Brushes
Posted by LIVEWIRE898 on Tue Dec 7th at 11:55pm 2004


Ok I am a noob around here if you all havent noticed so bare with me.

How the heck do you make an exploding brush that deals damage?

What I have is a brush with the name tank tied to a prop_breakable (cause I believe it would have to break and in the env_explosion I have it set with the parent being tank. Am I missing something here?





Quote
Re: exploding Brushes
Posted by Neural Scan on Wed Dec 8th at 12:01am 2004


You COULD tie an env_explosion to it, but that's pointless.

In the func_breakable entity there are explode damage/magnitude settings, use those instead, it's quite easy, just look through the settings in func_breakable.





Quote
Re: exploding Brushes
Posted by LIVEWIRE898 on Wed Dec 8th at 12:04am 2004


sorry man let me explain a wee bit better... I want a fire ball effect to come out of this thing and for some reason doing the settings you suggest doesnt seem to work for me... I just need to know HOW or WHAT the setting should be for the env_explosion!!



Quote
Re: exploding Brushes
Posted by ishbog on Wed Dec 8th at 2:55am 2004


well, i know in cs when you make the bomb site you add fire effects in places, but im not sure of making what you speak of... some effect.





Quote
Re: exploding Brushes
Posted by G.Ballblue on Wed Dec 8th at 2:56am 2004


func_breakable gives you a fire ball you know

I'll give ya one in a minute if ya want me to :]

[addsig]



Quote
Re: exploding Brushes
Posted by 7dk2h4md720ih on Wed Dec 8th at 3:09am 2004


Select the brush you want to explode and press the 'to entity' button on the top right of the screen. Now, select 'func_breakable' from the list of entities. In the func_breakable properties there are two fields, 'explosion damage' and 'explosion radius'. Set these to any positive number to activate them. Just play around with the numbers to get the right values.



Quote
Re: exploding Brushes
Posted by Leperous on Wed Dec 8th at 1:38pm 2004


... and as stated above, you could add on "OnBreak" output to your func_breakable targeting an env_explosion.




Post Reply