Breakable Walls

Breakable Walls

Re: Breakable Walls Posted by Strangelove on Wed Jan 5th 2005 at 9:25pm
Strangelove
10 posts
Posted 2005-01-05 9:25pm
10 posts 1 snarkmarks Registered: Dec 26th 2004 Location: USA
Hi all -

I was reticent to post this question but I've done some searching on the Snarkpit and elsewhere and haven't found any posts/tutorials that solve my problem.

I'm building a CSS map that will have a lot of run-down buildings, particularly tin-metal shacks. One of the bombsites will be in an area with these shacks, and I thought it would a interesting and realistic to have the shacks fall apart when the bomb detonates. I originally tried to make the brushes func_breakable and played around with the settings, but the brushes never disintegrated when the bomb detonated. A tutorial I read suggested breaking up the walls into smaller func_brushes, tying them to a phys_convert entity that allowed the walls to fall apart into their constituent brushes when the bomb detonated.

I got this to work, however, when the next round starts, the brushes are not replaced and so I have no walls. Does anyone know what entity or setting I need set up to allow these func_brushes to respawn in their original configuration in a new round? Thanks for the help!
Re: Breakable Walls Posted by Nickelplate on Wed Jan 5th 2005 at 9:32pm
Nickelplate
2770 posts
Posted 2005-01-05 9:32pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
Make them be func_breakables. Here's how it works. put an ULTRASENSITIVE breakable invisible box at the bomb site. then make it so when that one breaks because of the bomb all the other ones are triggered to break as well. Name all breakable brushes "break" then set the trigger on break (or whatever it's called) field to trigger all entities named "break" This should do it!
Re: Breakable Walls Posted by Strangelove on Wed Jan 5th 2005 at 9:39pm
Strangelove
10 posts
Posted 2005-01-05 9:39pm
10 posts 1 snarkmarks Registered: Dec 26th 2004 Location: USA
Thanks Nickel, I'll give that a try. Will the destroyed brushes respawn automatically at the start of a new round, or will I have to implement some sort of entity for it to do that? I'm at work right now so I can't fire up Hammer to test that - besides, Hammer is so resource intensive this crappy computer would hit critical mass and blow up.
Re: Breakable Walls Posted by Strangelove on Wed Jan 5th 2005 at 10:36pm
Strangelove
10 posts
Posted 2005-01-05 10:36pm
10 posts 1 snarkmarks Registered: Dec 26th 2004 Location: USA
Nevermind, I see that it does respawn the brushes. Thanks a lot for the help!