Spawning A Func_breakable Mid-game?

NebuzaradanNebuzaradan Join Date: 2003-07-13 Member: 18139Members
Is there any way to cause a func_breakable to spawn mid-game (or respawn after it's been destroyed)?

Comments

  • NebuzaradanNebuzaradan Join Date: 2003-07-13 Member: 18139Members
    Does anyone know how to do this (or if it's even possible)? If someone knows it's not possible please let me know so I can stop searching mapping forums.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    I think it is possible... how I'm not 100% sure...


    If nothing more, you could set it as a door with VERY high speed BELOW the level, encased in a small box connected to the floor (keeping the door entity inside the level)... but how would you set that to the breakable... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • AvvatarAvvatar Join Date: 2003-10-26 Member: 21970Members, Constellation
    This is not possible. You cannot tie 2 entities together. That is only possible in Spirit of HalfLife (another mod) or (I'm told) Half Life 2. Because you can't tie 2 entities together, and theres no way to make a func_breakable move of its own volition, you cannot make a func breakable appear mid round. The best you could do would be to disable with a master. It would still be there, but wouldn't do anything until conditions were met.
  • Assassin_wmAssassin_wm Join Date: 2004-01-30 Member: 25754Members
    I have an idea, you could make the first breakable in the same place as the second, the second being slightly smaller then the original and with a render amount of 0, then make the 1st one target a env_render making the 2nd one visible.

    as for making it appear mid game, you could use a multimanager triggered by game start that activates after 10 mins or something like that?
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    edited August 2004
    You can simulate a func_breakable with a func_button. Give the button some health, tell it to go down (through the floor), set the lip to a negative value. Have the button target an env_shooter, which spawns the gibs. If you want, you can also have it trigger an env_explosion. Then set a delay to whatever amount you want. Bam, there's your respawning breakable.

    edit: remember to set it to a high speed so you won't notice it moving
  • NebuzaradanNebuzaradan Join Date: 2003-07-13 Member: 18139Members
    Holy Crap that's awesome, thanks!

    I'll show you what I come up with when I get it working!
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Aha, brute said properly what I was clutching at XD

    Thanks brute, taught me something as well
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Another thing that may do the trick: use a <a href='http://collective.valve-erc.com/index.php?ent=func_pushable' target='_blank'>func_pushable</a> out of the players reach with an immense friction and use a <a href='http://collective.valve-erc.com/index.php?ent=trigger_teleport' target='_blank'>trigger_teleport</a> with the pushables flag set to get it to its destination.
    Don't know if it resets properly at round resets or if you can set the friction high enough to make it behave like you want it to though, but I recall you can make func_pushables pretty stationary when upping the friction enough.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    It's the same reason why my 3 floor elevator requires over 30 point entities to state check and manage the func_train as it moves between paths triggereed by

    And it is the same reason why you can't make func_trains with head/tail-lights or a gun mounted on them. Now I was shocked when I say that you could drop turrets in NS on an elevator like in ns_bast and lower them down to fire. It must have something to do with the

    I'm 95% sure you can group entities in HL2 together but I'm not sure to what extent. (ie. say you have a mobile train with moving parts that counter each other and get stuck you set them in opposite directions by error, as a programmer you have to plan against such inevitable human stupidity)

    Robust programming takes a long time to produce, but the mor e robust it is, the better it works.

    Windows is actually one of the most robust programs created. But now I hear you whine that it sometimes crashes. If windows was made with the same crappy programming as most software companies who put more emphasis on haste of production rather than quality. How many times has your Win2k or XP Pro crashed in comparison to Half-Life? How many time was it because of using some program with a memory leak or something stupid you did? This is <i>exactly</i> why I get very annoyed with all the whinners who say "ooooh me want HL2 nooooow plzzzzzzzz!" <b><span style='font-size:14pt;line-height:100%'><span style='color:yellow'>Quality, long production, and non-linear (full of room to explore) is always better than crappy, quick production, and linear (not to mention bugged out the wazoo)</span></span></b> So let them take the time to make HL2. I just worry that it's competitors will out run it by the time it comes out. With the ammount of time they had to make HL2 is better be freaking imaculate of bugs and robust as hell. Or VALVe has serious laziness issues.
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