Can it be done? If so, then how? The reason I am doing it this way is because I have a house floating in the air, and once the bottom of the house is destroyed, I want the sides of the house and the walls to go crashing down. The walls are able to be destroyed beforehand if the player chooses to do so. This is a cs:s map.
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Re: changing a breakable entity to physbox
Posted by omegaslayer on Tue Jan 18th at 4:57am 2005

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Tue Jan 18th at 4:57am 2005
Okay have a func_physbox and name it whatever, in this case wall1 and set its motion disabled flag to checked.
Then set up a func_breakable and name it something like floor, then inthe outputs tab, click add. Now click the new
output, and under my out puts named make it OnBreak,
set the Target entites named to what ever you named the wall (wall1), now in the last field via this input make it EnableMotion
DO this for every wall.
[addsig]
DO this for every wall.
[addsig]
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
1
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