Break stuff up

Break stuff up

Re: Break stuff up Posted by Dark|Killer on Thu Dec 23rd 2004 at 2:01pm
Dark|Killer
758 posts
Posted 2004-12-23 2:01pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
Hi guyz,

I recently searched for that kind of topic but didnt find 1 :sad: so i was wondering if some 1 can tell me how can i make some floor break up?Here is my problem: I made a level bla bla bla then i reached a place where i want a certain part of the floor to break up so the player can fall and reach a certain spot so he can escape bla bla bla...the most important thing that i cant make it break up when i Walk on it or TOUCH it. :mad: ..i must either shoot or frag it with a grenade...but i want it to break up when i walk over it...plz help me in this cuzz i tried func_breakable and func_breakable_surf...i dunno wats the difference but both didnt work...in break_surf the floor disappears instead of even break. :confused: ..and in breakable it just need to get shooted. :confused: ..i dunno how to work on inputs and outputs actually...but i hope its simple not complicated :leper: ...PLZ GUYZ HELP me thx.. :confused:
Re: Break stuff up Posted by ReNo on Thu Dec 23rd 2004 at 2:14pm
ReNo
5457 posts
Posted 2004-12-23 2:14pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Use a func_breakable - func_breakable_surf is for surfaces that come
apart in pieces (such as the cs_office glass). Check its properties and
go to the "flags" section, and you should see an option such as "on
touch" that lets you break it by touching it.
Re: Break stuff up Posted by Dark|Killer on Thu Dec 23rd 2004 at 2:46pm
Dark|Killer
758 posts
Posted 2004-12-23 2:46pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
Sorry man but i tried doing this but it doesnt really work ... plz tell me any other way like input or output...cuzz in break_surf it just disappears....PLZ HELP !!
Re: Break stuff up Posted by Orpheus on Thu Dec 23rd 2004 at 3:47pm
Orpheus
13860 posts
Posted 2004-12-23 3:47pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
you mentioned in the other thread that you solved this problem. please state exactly how for the system.
Re: Break stuff up Posted by ishbog on Thu Dec 23rd 2004 at 8:16pm
ishbog
86 posts
Posted 2004-12-23 8:16pm
ishbog
member
86 posts 19 snarkmarks Registered: Dec 7th 2004 Occupation: web designer/game developer Location: usa
ahhh, yes. like in lep's phys level. lemme go check this...

in theory, this should work.

create a new brush in the floor where you want it to break. go to tools/carve while the new brush is selected, and that should take care of any problems occuring due to overlapping brushes. tie your new brush to the entity "func_breakable". hit alt-enter with the new brush still selected, and go to strength. set it to however much you want, testing to see if it breaks from stuff on it. probably more than 100. in the flags, you should have five options:

break on trigger, touch, pressure, physics, and dont take physics damage.

break on touch will probably do good. try it out. if you dont want your hole to be just a square, then carve it to the shape you want. if you want it to break dynamically, like certain chunks where you step on it, then carve it with "0" thin brushes, so you still cant see through it, but its different peices. then ungroup all those peices, and make each individual one a "func_breakable".

again, just theory, but i think it will work. ill try sometime.
Re: Break stuff up Posted by ishbog on Thu Dec 23rd 2004 at 11:12pm
ishbog
86 posts
Posted 2004-12-23 11:12pm
ishbog
member
86 posts 19 snarkmarks Registered: Dec 7th 2004 Occupation: web designer/game developer Location: usa
yeh, it worked great. ill post the map file here soon, but cant get to the comp that its on right now. did exactly as i said, and it can be broken by either stepping on it or by shooting it.

:popcorn: :grenade: