trigger_once --> func_breakable = no explosion?

trigger_once --> func_breakable = no explosion?

Re: trigger_once --> func_breakable = no explosion? Posted by Kampy on Sat Jul 25th 2009 at 7:11pm
Kampy
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Posted 2009-07-25 7:11pm
Kampy
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304 posts 716 snarkmarks Registered: Dec 30th 2003 Occupation: student Location: Germany
Hi! I have a problem with this construction:
User posted image
This is how it looks in-game:
User posted image
It's actually supposed to explode, but it only breaks into violet pieces of error:
User posted image
Do you have any idea why? ~o)
Re: trigger_once --> func_breakable = no explosion? Posted by Niborius on Sat Jul 25th 2009 at 7:34pm
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Posted 2009-07-25 7:34pm
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Did you check the flags? Maybe it says something like "Explosive"
Youtube Channel: https://www.youtube.com/c/Nibgames
Re: trigger_once --> func_breakable = no explosion? Posted by Kampy on Sat Jul 25th 2009 at 7:43pm
Kampy
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Posted 2009-07-25 7:43pm
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304 posts 716 snarkmarks Registered: Dec 30th 2003 Occupation: student Location: Germany
Niborius said:
Did you check the flags? Maybe it says something like "Explosive"
Im afraid not. Maybe this function is obsolete. I loved using it in my first HL1 map where I put in lots of explosive crates and barrels lol.
Re: trigger_once --> func_breakable = no explosion? Posted by reaper47 on Sat Jul 25th 2009 at 9:41pm
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Posted 2009-07-25 9:41pm
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I noticed that, too. Maybe we both missed a flag or value, but if everything fails, just use an env_explosion triggered "On Break".

The violet is probably a missing cubemap reflection. Place env_cubemaps in your map, run "buildcubemaps" in-game, make sure sv_cheats 1 is set and restart the map. There should be a billion tutorials on that by now.
Re: trigger_once --> func_breakable = no explosion? Posted by Kampy on Sun Jul 26th 2009 at 9:46am
Kampy
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Posted 2009-07-26 9:46am
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304 posts 716 snarkmarks Registered: Dec 30th 2003 Occupation: student Location: Germany
well I got the purple away with the cubemap thing, but these pieces are still too small and there's no explosion.
P.S. I decided to make a manual explosion and change the value to cinderblock although it doesnt really fit the material it looks much better.
Re: trigger_once --> func_breakable = no explosion? Posted by Natus on Sun Jul 26th 2009 at 2:11pm
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Posted 2009-07-26 2:11pm
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Change the prop data to metal.large or metal.medium.
Re: trigger_once --> func_breakable = no explosion? Posted by Kampy on Sun Jul 26th 2009 at 2:25pm
Kampy
304 posts
Posted 2009-07-26 2:25pm
Kampy
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304 posts 716 snarkmarks Registered: Dec 30th 2003 Occupation: student Location: Germany
Natus said:
Change the prop data to metal.large or metal.medium.
I did. It had no effect whatsoever. :ghost:
Re: trigger_once --> func_breakable = no explosion? Posted by reaper47 on Sun Jul 26th 2009 at 5:28pm
reaper47
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Posted 2009-07-26 5:28pm
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Kampy said:
these pieces are still too small
The only way you get them to look 100% correct is making your own prop and gibs models. It's a ton of work, though.
Re: trigger_once --> func_breakable = no explosion? Posted by Kampy on Sat Aug 8th 2009 at 9:09pm
Kampy
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Posted 2009-08-08 9:09pm
Kampy
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304 posts 716 snarkmarks Registered: Dec 30th 2003 Occupation: student Location: Germany
I think the problem was that the function is deactivated on TF2 like many many other functions. :sherlock: