Re: Phys Converters
Posted by CAPTelmo on
Fri Apr 7th 2006 at 3:10pm
5 posts
1 snarkmarks
Registered:
Apr 3rd 2006
Hey guys,
I'm making fully phys doors for my Mod and have made it so far using tuts. I have a func_door_rotating which works, has glass that is parented to the door. I have a small non-rendered func_breakable, a phys_converter and a phys_explosion. These work together to allow the player to break the breakable "hinge", upon which the door is converted to a prop_physics and the physics explosion blows the door into the room.
My question is this: Is there a way to give the newly created prop_physics (the door) a health meter. So that if the explosion is mild, it gets blown off its hinges, but if the explosion is strong, it will in fact tear the door apart!?
Re: Phys Converters
Posted by tomvidar on
Sun Apr 16th 2006 at 12:59pm
Posted
2006-04-16 12:59pm
1 post
0 snarkmarks
Registered:
Apr 14th 2006
Occupation: Student 10th Grade
Location: Norway
It would be cooler if you let the door only detach from the hinges :smile:
Making it blow apart would be cool to, but it's cooler to see the door get kicked into the air.
Re: Phys Converters
Posted by CAPTelmo on
Tue Apr 18th 2006 at 8:00pm
5 posts
1 snarkmarks
Registered:
Apr 3rd 2006
Doing both now besides a few other things too!
I have wooden doors where you shoot a breakable brush (shaped like a chunk of the ddor around the lock) to open them. Or simply blow them to pieces (you put a grenade next to a wooden door and see what happens!).
Metal doors that have the locks as well but if you give them enough explosives them will come off thier hinges. I put a wee physexplosion behind the door which sends it sailing through the air into the next room too!
and finally blast doors which have no locks and have to be blown off thier hinges to "open" them.
Is working ok. Just having probs getting the Zombies to do what i want them too!