Ok, here's my problem: (skip to the bottom to read to question)
I make a prop_physics_respawnable and ten I give it the models/props_c17/canister01a.mdl and it won't explode (even after setting the Explosion Damage and Explosion Radius). There is no "Health" setting for a Respawnable.
If I do nothing else but change the model to the models/props_c17/oildrum001_explosive.mdl it blows up just fine. It doesn't even need the Explosion setting, they can be set to 0 (like the ones from the example map).
Ok, so duh, I've figured out that the "explosive property" is somehow tied to the model. I assumed this has something to do with the .QC files, but I couldn't find any that have the oildrum model name and I'm a complete noob on that subject.
So...I check out some of the tutorial maps. I found out about the Prop_physics_override. So I change my model over to that and presto! a gas cylinder that explodes!.....but doesn't respawn.
This is the part where I start pulling out my hair in big bloody clumps and taking big toothy bites out of my desk. I have kicked this pig around the pen all damn day now with no freaking luck:
I've tried putting in a health,50 into the "override parameters" of the prop_physics_respawnable:no luck.
I've tried putting in a RespawnTime,20 into the "override parameters" of the prop_phisics_override:no luck.
Maybe I'm making a syntax error on those or maybe not using the magic key/value combos. Hopefully.
I've also tried, setting up a env_entity_maker pointed at a point_template which pointed to the prop_physics_override. The hope was that I could set the env_entity_maker flags to "Autospawn: Wait for entity destruction" and "Autospawn: Even if the player is looking" to ON. It points to the point_template which has the cylinders name under "template 1" and the flags set to "don't remove template entities" and "preserve entity names" set ON.
It's very possible I'm missing something in there because I'm not use to the new triggering system.
So the basic question comes down to this:
How do I force a prop_physics_respawnable to break or force a prop_physics_override to respawn? (in HL2DM)
Either one would make me very happy.
Thanks.


