Triggering Multiple Explosions

LittleBLittleB Join Date: 2004-06-19 Member: 29407Members
<div class="IPBDescription">with a func_breakable</div> Ok. I know that you can make an explosion occur when the func_breakable breaks, but how can you make multiple explosions happen? I tried entering in the field both explosion names with a comma, and also with a ";", but it doesn't work. How do I do that?

Comments

  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    edited June 2004
    use a multimanager (MM)

    target the func_breakable to the MM, then goto the properties of the MM and turn smart edit off.

    click add then type the name of the first explosion u want to add, and set the value to a number (how long in seconds that ur explosion will be triggered after the MM is triggered) then to add another just click add again

    so for instance u wud have

    Key - explosion1
    Value - 0.1

    that wud trigger "explosion1" 0.1 seconds after the MM was triggered

    /edit spelling
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    i hope that helps, if not just ask me, and ill try again

    for more information on the <a href='http://collective.valve-erc.com/index.php?ent=multi_manager' target='_blank'>multi_manager</a> entity
  • LittleBLittleB Join Date: 2004-06-19 Member: 29407Members
    Sweet! It worked! Thank you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    no problem dude, thats what this forums here for =]
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    just so you know, the explosion trigger will only work ONCE per loading of the map
    (this made me remove paret of my old map)
    if its an NS map, it shouldnt matter, but that can cripple a CO map
  • LittleBLittleB Join Date: 2004-06-19 Member: 29407Members
    edited June 2004
    Well there's this map I play called co_freefall_rc1 and it has loads of func_breakables, so they just reload the map round.

    The map I'm working on is going to have certain parts of the walls breakable, with very high damage, and then when it breaks the game is soon over because the hive is right by the cc.
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