Func_breakable
NEO_Phyte
We need shirtgons! Join Date: 2003-12-16 Member: 24453Members, Constellation
<div class="IPBDescription">prob</div> ok, so this makes sense, i have to explain how this problem was found
(playtesting my amp)
i start the round using sv_cheats (i AM running it in a server)
give myself a welder
weld my weldable
machine thingy starts, malfunction, triggers alarm, and blows up, leaving a gaping hole in the wall (and anyone who was standing nearby)
*stuff happens*
round ends
new round (everything resets)
start round by reactivating sv_cheats
give myself welder
weld
machine thiny starts, malfunction, triggers alarm, then sits there
the triggers reset, the weldable resets, the breakables reset, but for some reason, i cant trigger the death of the breakables again
this happens with and without "trigger only" being set
WHY?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
(playtesting my amp)
i start the round using sv_cheats (i AM running it in a server)
give myself a welder
weld my weldable
machine thingy starts, malfunction, triggers alarm, and blows up, leaving a gaping hole in the wall (and anyone who was standing nearby)
*stuff happens*
round ends
new round (everything resets)
start round by reactivating sv_cheats
give myself welder
weld
machine thiny starts, malfunction, triggers alarm, then sits there
the triggers reset, the weldable resets, the breakables reset, but for some reason, i cant trigger the death of the breakables again
this happens with and without "trigger only" being set
WHY?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Comments
maybe you could use a func_wall_toggle and a env_explosion for the uhm explosion <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ?
i imagine that they would die if i did enough damage
(~999999999999999999999999999) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
the problem is that they arent being trigger-destroyed
it works in the first round, but unless the map is reloaded, it wont work again
::edit::
its a CO map, does that matter?
::edit2::
KOUJI SAN IS A DEMON!!!!!!!!!!!!
LOOK AT HIS POST COUNT!!!
::edit3::
oops, wrong pic
hahaha made me fall of my chair <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Weird... But, co_maps arent my peice of pie so can't realy say anything there:P
i imagine that they would die if i did enough damage
(~999999999999999999999999999) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
the problem is that they arent being trigger-destroyed
it works in the first round, but unless the map is reloaded, it wont work again
::edit::
its a CO map, does that matter?
::edit2::
KOUJI SAN IS A DEMON!!!!!!!!!!!!
LOOK AT HIS POST COUNT!!!
::edit3::
oops, wrong pic <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Could you post a list of the triggers leading to the breakables (e.g. A (type) triggers B (type) triggers C (func_breakable) )? It could be that the breakables are reset properly but the triggers are using toggles--if that's the case they'd send an 'on' signal the first time to activate the breakable and an 'off' signal the second time, doing nothing--many of the more complex HL entities have this behavior, and it's caused plently of headaches in the past.
the weld entity literaly triggers ALL of the events afterwards, just with different time delays
ccould it be the fact that my trigger_relay for the detonation was set to on for its "trigger state"
/me changes to toggle and starts recompiling
hahaha made me fall of my chair <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Weird... But, co_maps arent my peice of pie so can't realy say anything there:P <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No you only make "r0xing" maps. Meh. Just because you make good maps <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
the only solutions ive seen so far require redoing the entire sequence (and would lose the cool gibbing effect (the env_shooter drops all gibs from the same point, while the func_breakable makes gibs throughout its brushes))
im also thinking of having the sequence kill some of the lights (because there ARE 2 other generators in there, so it wouldnt kill all of the main lights)
BTW: func_button is a brush
:edit:
srry, but the button idea didnt work either :edit3: ok, it DID work, but it didnt solve my problem <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<b>im thinking that something about the func_breakable doesnt like being trigger-killed multiple times</b>
:edit2: thinking over it some more i think that mr. bold text here is the prob (because my hive's trigger on death func_breakable only works once as well)
hmmm, does a trigger_hurt harm func_breakables?
(and is sitting in a rmf to await further tests later)