Re: changing a breakable entity to physbox
Posted by Cheezwedge on
Tue Jan 18th 2005 at 4:22am
27 posts
3 snarkmarks
Registered:
Jan 15th 2005
Can it be done? If so, then how? The reason I am doing it this way is because I have a house floating in the air, and once the bottom of the house is destroyed, I want the sides of the house and the walls to go crashing down. The walls are able to be destroyed beforehand if the player chooses to do so. This is a cs:s map.
Re: changing a breakable entity to physbox
Posted by omegaslayer on
Tue Jan 18th 2005 at 4:57am
2481 posts
595 snarkmarks
Registered:
Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
Okay have a func_physbox and name it whatever, in this case wall1 and set its motion disabled flag to checked.
Then set up a func_breakable and name it something like floor, then inthe outputs tab, click add. Now click the new
output, and under my out puts named make it OnBreak,
set the Target entites named to what ever you named the wall (wall1), now in the last field <span style="color: yellow;">via this input make</span> it EnableMotion
DO this for every wall.