func_breakable question.

func_breakable question.

Re: func_breakable question. Posted by flashman on Thu Apr 29th 2004 at 8:00pm
flashman
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Posted 2004-04-29 8:00pm
flashman
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In order to get some practise using entities I came up with the idea of creating a Heath Robinson type of machine with trains, pendulums, pushables, rotating objects, water and anything else I can think of to do something silly like squash a Headcrab. I'd llike to follow the whole chain of events with a tracking camera, too, if possible.

While messing about, though, I found I couldn't break a sheet of glass (set to break under pressure) by pushing a barrel on to it from above, it just lands on the surface. Is it possible to give "weight" to a pushable object? Or trigger an event when two brush based entities collide?

Any help you can give me, Lads, would be appreciated.
Re: func_breakable question. Posted by Hornpipe2 on Thu Apr 29th 2004 at 8:41pm
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Posted 2004-04-29 8:41pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
You mean Rube Goldberg?
http://www.rube-goldberg.com/html/pencil_sharpener.htm

You might could put a box set to trigger_multiple or something above it, that way when the pushable falls into it, you can have it trigger something (e.g. the glass). Not really sure though.
Re: func_breakable question. Posted by Leperous on Thu Apr 29th 2004 at 9:01pm
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Posted 2004-04-29 9:01pm
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Well, you can trigger things when a func_pushable enters a certain area. Don't ask me how though, can't remember :smile: So do it that way.
Re: func_breakable question. Posted by JFry on Thu Apr 29th 2004 at 9:51pm
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Posted 2004-04-29 9:51pm
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Simply have a trigger_once on the surface of the glass target the glass (func_breakable). Don't forget to put a check in the pushable flag for the trigger once. Of course this is assuming you don't have a player running around messing up your entities.
Re: func_breakable question. Posted by ReNo on Thu Apr 29th 2004 at 10:11pm
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Posted 2004-04-29 10:11pm
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Can't you set a no clients flag in the trigger_once? Its been so long since I've tinkered with entities, I really can't remember.
Re: func_breakable question. Posted by flashman on Thu Apr 29th 2004 at 10:20pm
flashman
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Posted 2004-04-29 10:20pm
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65 posts 7 snarkmarks Registered: Apr 16th 2004 Location: Bradford.
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<TD style="FONT-SIZE: 11px; COLOR: gold" bgColor=black>? posted by JFry</TD>
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Simply have a trigger_once on the surface of the glass target the glass (func_breakable). Don't forget to put a check in the pushable flag for the trigger once. Of course this is assuming you don't have a player running around messing up your entities.

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Cheers, JFry. That works perfectly.
Hornpipe2 said:
You mean Rube Goldberg?

Yes, only on a much grander scale. It's the kind of thing that amuses me, I'm afraid.
Re: func_breakable question. Posted by flashman on Thu Apr 29th 2004 at 10:28pm
flashman
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Posted 2004-04-29 10:28pm
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65 posts 7 snarkmarks Registered: Apr 16th 2004 Location: Bradford.
<TABLE cellSpacing=0 cellPadding=2 width="95%" align=center>
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<TD style="FONT-SIZE: 11px; COLOR: gold" bgColor=black>? posted by ReNo</TD>
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<TD bgColor=#151515>Can't you set a no clients flag in the trigger_once? Its been so long since I've tinkered with entities, I really can't remember. </TD></TR></TBODY></TABLE></TD></TR></TBODY></TABLE>Yes, that's right, Reno. Thanks. There's a "triggered only by entity" option, too, in the smart edit bit but that might be a special feature of spirit of half life.
Re: func_breakable question. Posted by JFry on Fri Apr 30th 2004 at 10:12am
JFry
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Posted 2004-04-30 10:12am
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Its kinda funny I just now realized what 'no clients' meant exactly.