Re: trigger_once --> func_breakable = no explosion?
Posted by reaper47 on
Sat Jul 25th 2009 at 9:41pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
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
member
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
Natus
member
570 posts
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Registered:
Jan 28th 2005
Location: Denmark
Change the prop data to metal.large or metal.medium.