If I have a crane magnet hanging from a crane, is it possible (if its
attached via a rope) to make the rope breakable? So I can shoot
the rope and drop the magnet on someone?
1
Re: destroyable rope?
Posted by devil_monkey471 on Sat Jan 29th at 11:32pm 2005
Posted by devil_monkey471 on Sat Jan 29th at 11:32pm 2005
Yes, it is possible.
Make two small brushes, with the nodraw texture on all sides, and place one at either end of the rope. For this example, I'm going to name the top one brush1, and the bottom one brush2. Make both func_breakable entities. Under brush1's Output tab, put click Add, and put "on break", target the rope entity that brush1 is overlapping (eg, move_rope1), "break". This causes move_rope1 to be severed when this invisible brush is broken. Under each brush, set the value required to break to a low value, so that it'll break under any bullet.
Do the same with brush2, except under it's output, target keyframe_rope1, or whatever that entity is called.
You may also have to check the "breakable" section under the move_rope and keyframe_rope's properties, although I don't believe so.
Make two small brushes, with the nodraw texture on all sides, and place one at either end of the rope. For this example, I'm going to name the top one brush1, and the bottom one brush2. Make both func_breakable entities. Under brush1's Output tab, put click Add, and put "on break", target the rope entity that brush1 is overlapping (eg, move_rope1), "break". This causes move_rope1 to be severed when this invisible brush is broken. Under each brush, set the value required to break to a low value, so that it'll break under any bullet.
Do the same with brush2, except under it's output, target keyframe_rope1, or whatever that entity is called.
You may also have to check the "breakable" section under the move_rope and keyframe_rope's properties, although I don't believe so.
1
© Snarkpit.net 2001 - 2023, about us, donate, contact
Snarkpit v6.1.0 created this page in 0.0116 seconds.

Snarkpit v6.1.0 created this page in 0.0116 seconds.


