R8Sephiroth8P Posted February 28, 2004 Posted February 28, 2004 How do you make a trigger to make a func_breakable brush break?
[mastercracker] Posted February 29, 2004 Posted February 29, 2004 make a trigger_once and set target to break_obj (or whatever) make a func_breakable and set targetname to break_obj (or another targetname but don't forget to have the right target at the trigger_once) Yeah that's it
multiplayernewb Posted March 5, 2004 Posted March 5, 2004 While we're on the subject, is there a way to make the breaking of a func_breakable object coincide with activating an fx_runner? In other words, what if I make, say, a pipe you can slice open with the saber, and want to make steam start coming out of the hole left over after I break it? I'm just talking about simple breakable things, not necessarily the triggerable func_breakables mentioned here.
{NJO}*Dark Posted March 5, 2004 Posted March 5, 2004 i did this in a map once, just make most of the non-broken from brushes, then filled it in with what i made the func_breakable out of, then i made a fx_runner which started off and was triggered by the destruction of the brush
multiplayernewb Posted March 6, 2004 Posted March 6, 2004 Originally posted by {NJO}*Dark i did this in a map once, just make most of the non-broken from brushes, then filled it in with what i made the func_breakable out of, then i made a fx_runner which started off and was triggered by the destruction of the brush Erm, right. That's what I said. And just how do you do that? How do you make the destruction of the func_breakable activate the runner?
{NJO}*Dark Posted March 6, 2004 Posted March 6, 2004 oh, you just ctrl + k, the func_breakable should have a target for when it is destroyed and the fx_runner can have a targetname to switch it on, you migth have to hit a start off switch though
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