breakable wood

breakable wood

Re: breakable wood Posted by Baddog on Tue Dec 14th 2004 at 1:15am
Baddog
79 posts
Posted 2004-12-14 1:15am
Baddog
member
79 posts 8 snarkmarks Registered: Dec 6th 2004 Location: Portland,Oregon USA
What propertie do I set my brush so when I shoot it it will break and
the object such as a platform would fall over after I shot that piece
of wood holding it up?
Re: breakable wood Posted by Nanodeath on Tue Dec 14th 2004 at 1:52am
Nanodeath
356 posts
Posted 2004-12-14 1:52am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Many entities have a Health property that you can set so they break, and you'd probably do what you're suggseting with the platform by making it a func_physbox and setting its Motion Disabled flag, and setting up the part that breaks to Enable Motion on the physbox when the breakable is destroyed.
Re: breakable wood Posted by Baddog on Tue Dec 14th 2004 at 1:56am
Baddog
79 posts
Posted 2004-12-14 1:56am
Baddog
member
79 posts 8 snarkmarks Registered: Dec 6th 2004 Location: Portland,Oregon USA
Example please
Re: breakable wood Posted by Nanodeath on Tue Dec 14th 2004 at 2:22am
Nanodeath
356 posts
Posted 2004-12-14 2:22am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Ok, after a little chatting with Baddog I was able to help him out. He wanted a platform that was held up by three breakable objects to perform realistically. I told him this.

Platform: func_physbox with Motion Disabled.

Breakables: func_physbox with a specific strength and parented to the platform. In their output tabs, they were configured to enable motion in the platform when they break.
Re: breakable wood Posted by DrGlass on Tue Dec 14th 2004 at 4:23am
DrGlass
1825 posts
Posted 2004-12-14 4:23am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
I made a tut on glass and breakable wood, etc. check it out.