Hi all -
I was reticent to post this question but I've done some searching on the Snarkpit and elsewhere and haven't found any posts/tutorials that solve my problem.
I'm building a CSS map that will have a lot of run-down buildings, particularly tin-metal shacks. One of the bombsites will be in an area with these shacks, and I thought it would a interesting and realistic to have the shacks fall apart when the bomb detonates. I originally tried to make the brushes func_breakable and played around with the settings, but the brushes never disintegrated when the bomb detonated. A tutorial I read suggested breaking up the walls into smaller func_brushes, tying them to a phys_convert entity that allowed the walls to fall apart into their constituent brushes when the bomb detonated.
I got this to work, however, when the next round starts, the brushes are not replaced and so I have no walls. Does anyone know what entity or setting I need set up to allow these func_brushes to respawn in their original configuration in a new round? Thanks for the help!
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Re: Breakable Walls
Posted by Nickelplate on Wed Jan 5th at 9:32pm 2005

Nickelplate
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Posted by Nickelplate on Wed Jan 5th at 9:32pm 2005
Make them be func_breakables. Here's how it works. put an ULTRASENSITIVE breakable invisible box at the bomb site. then make it so when that one breaks because of the bomb all the other ones are triggered to break as well. Name all breakable brushes "break" then set the trigger on break (or whatever it's called) field to trigger all entities named "break" This should do it!
[addsig]
Nickelplate
member
2770 posts
327 snarkmarks
Registered: Nov 23rd 2004
Location: US

Occupation: Prince of Pleasure
Re: Breakable Walls
Posted by Strangelove on Wed Jan 5th at 9:39pm 2005
Posted by Strangelove on Wed Jan 5th at 9:39pm 2005
Thanks Nickel, I'll give that a try. Will the destroyed brushes respawn automatically at the start of a new round, or will I have to implement some sort of entity for it to do that? I'm at work right now so I can't fire up Hammer to test that - besides, Hammer is so resource intensive this crappy computer would hit critical mass and blow up.
Re: Breakable Walls
Posted by Strangelove on Wed Jan 5th at 10:36pm 2005
Posted by Strangelove on Wed Jan 5th at 10:36pm 2005
Nevermind, I see that it does respawn the brushes. Thanks a lot for the help!
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