Re: spawn on break
Posted by LIVEWIRE898 on
Tue Dec 7th 2004 at 12:31am
Posted
2004-12-07 12:31am
32 posts
13 snarkmarks
Registered:
Nov 27th 2004
Occupation: Architectural Tech
Location: Canada
Hey there everyone!!!
Does anyone here know how to do a multi-spawn on break and have the spwned object be a prop?
Let me explain my situation a bit in a simple form. I am creating a concrete block (cynder block) wall... I am simply using a brush with the texture of the concrete block on it and making the wall breakable... BUT when I break through this wall I want to spawn a dozen...or less(gotta play with the amount) of cynder blocks... so far I can only see weapons and ammo to be spawnable on break. Anyone have any ideas?
Re: spawn on break
Posted by 7dk2h4md720ih on
Tue Dec 7th 2004 at 12:34am
Posted
2004-12-07 12:34am
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
The wall should be a func_breakable with the material type set to cinderblock.
I'm not sure if the amount of cinder blocks is controllable using this method, but if it's important I know a way.
Re: spawn on break
Posted by LIVEWIRE898 on
Tue Dec 7th 2004 at 12:37am
Posted
2004-12-07 12:37am
32 posts
13 snarkmarks
Registered:
Nov 27th 2004
Occupation: Architectural Tech
Location: Canada
I have the wall set as func_breakable and I realize that the material type should be set to cynderblock.. this is not the problem... what I am trying to do is create useable debris after the wall has been broken... when I set it to just the func_breakable and material to cynder block then debris disappears on me... I dont want that to happen
Re: spawn on break
Posted by LIVEWIRE898 on
Tue Dec 7th 2004 at 1:12am
32 posts
13 snarkmarks
Registered:
Nov 27th 2004
Occupation: Architectural Tech
Location: Canada
Would this make sence to anyone and would it be good for mapping...
I was thinking about having my cinder blocks embeded inside my wall that I want to break and having them be asleep until the wall is broken. then wake up and act as debris!!
Is this a good practice or and mapping no no?
Re: spawn on break
Posted by LIVEWIRE898 on
Tue Dec 7th 2004 at 1:24am
32 posts
13 snarkmarks
Registered:
Nov 27th 2004
Occupation: Architectural Tech
Location: Canada
This is important... I am trying to create a SP level and you can to crach through this block well and at the start all you have is you grav gun and there is going to be lots of zombies to start off so I kind of need something to pick up and the cinder blocks are the only thing that makes sence right now... trying to keep the realism there!! so any help would be greatly appriciated
Re: spawn on break
Posted by Nanodeath on
Tue Dec 7th 2004 at 1:34am
356 posts
66 snarkmarks
Registered:
Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
Basically, you can't. I seem to recall reading somewhere that debris cannot be interacted with in any way...what you would try is just having like 50 func_physboxes, but that wouldn't exactly be ideal and I don't know what else you could try.
Re: spawn on break
Posted by LIVEWIRE898 on
Tue Dec 7th 2004 at 1:37am
32 posts
13 snarkmarks
Registered:
Nov 27th 2004
Occupation: Architectural Tech
Location: Canada
There HAS to be some way to change the way things spawn... I mean if you can spawn on break a model of a weapon or a create of ammo way cant you do a spawn on break a model of a cinder block... the model is already made... it should be easy... I JUST CANT FIND THE WAY!!!
Re: spawn on break
Posted by LIVEWIRE898 on
Tue Dec 7th 2004 at 2:07am
32 posts
13 snarkmarks
Registered:
Nov 27th 2004
Occupation: Architectural Tech
Location: Canada
almost the answer I needed... definately the same type of idea... but no did not work!!
Re: spawn on break
Posted by Nanodeath on
Tue Dec 7th 2004 at 2:41am
356 posts
66 snarkmarks
Registered:
Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
Ok, I'm gonna stop trying so my snarkmarks don't go into the red...lol.
Re: spawn on break
Posted by 7dk2h4md720ih on
Tue Dec 7th 2004 at 3:03am
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
Wrong answers don't affect your snarkmarks at all, only a poor system
would penalise a user for suggestions. They do make me feel stupid
however. :smile:
Re: spawn on break
Posted by Nanodeath on
Tue Dec 7th 2004 at 3:15am
356 posts
66 snarkmarks
Registered:
Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
Um...I had 60 something snarkmarks a few minutes ago :razz:
Re: spawn on break
Posted by LIVEWIRE898 on
Tue Dec 7th 2004 at 3:30am
32 posts
13 snarkmarks
Registered:
Nov 27th 2004
Occupation: Architectural Tech
Location: Canada
sorry guys... just gonna do it as a breakable wall and have cinder blocks behind them that activate after it broke
Re: spawn on break
Posted by MeatStick on
Tue Dec 7th 2004 at 3:49am
37 posts
4 snarkmarks
Registered:
Dec 6th 2004
Location: USA
Just a thought, not sure if would work.
If you have blocks buried inside the wall, and an explosion trigger in the center. When the wall breaks, fire the explosion so it blows the blocks around. Is that possible? If so that sounds like it would produce the type of effect you're trying to create.
Re: spawn on break
Posted by ZivZulander on
Tue Dec 7th 2004 at 1:12pm
9 posts
1 snarkmarks
Registered:
Dec 5th 2004
create your boulders / rocks etc and place them where u want to appear
make them func_brush or suitable entity that allows them to start invisible and non-solid.
make it so when you trigger the wall break it enables the visual and physical solidity of the blocks.
it depends if you are after chunky blocks that dont move. If you want them to be physically modelled then you could make a bunch of rocks, make them phys box and hide them somewhere out of your level. use the entity creator placed at your wall break point to spawn the rocks when the wall is destroyed.
(at work so cant be of more help :/ )
Re: spawn on break
Posted by parakeet on
Tue Dec 7th 2004 at 9:18pm
544 posts
81 snarkmarks
Registered:
Apr 30th 2004
Occupation: n/a
Location: Eastern US
Ok create your Func_breakable and place about 5/6 larger cement Phys whatevers behind the breakable surface so that when it breaks it looks as though those cement blocks broke off of it (im a hl1 mapper so i dont really know the phys ents)