Subject452 Posted July 18, 2002 Share Posted July 18, 2002 I'm a coder, not a mapper, but i would like to know how the process goes of creating a breakable object. Let's say i have a wall and if shot then i want it 2 break. Would someone care to explain howto do that in jk2radiant? without creating the brush/wall ofcourse. Thank you. Link to comment Share on other sites More sharing options...
Tigris Posted July 18, 2002 Share Posted July 18, 2002 well basically you create the brush and then assign a so called 'func_*' to it. Certain variables (like debritype, health before it breaks and so on) can be given too. Hope this anwsers your question, elsewise PM me... Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted July 18, 2002 Share Posted July 18, 2002 Originally posted by Tigris well basically you create the brush and then assign a so called 'func_*' to it. Certain variables (like debritype, health before it breaks and so on) can be given too. Hope this anwsers your question, elsewise PM me... you didn't say which function... func_breakable Link to comment Share on other sites More sharing options...
RichDiesal Posted July 18, 2002 Share Posted July 18, 2002 Actually, when you do that, it ceases to be a brush and becomes an entity. Technically. Link to comment Share on other sites More sharing options...
winner_rex Posted July 18, 2002 Share Posted July 18, 2002 A brush based entity...both Did Darth Vader cease being Anakin when he became a func_sith? er... Link to comment Share on other sites More sharing options...
RichDiesal Posted July 18, 2002 Share Posted July 18, 2002 Yes he did. Remember, Luke's father "died long ago." And anyway, if you want to be REAL techincal, all brushes are part of the worldspawn entity anyway, so they're ALL entities. Link to comment Share on other sites More sharing options...
Subject452 Posted July 19, 2002 Author Share Posted July 19, 2002 First off, thank you all for replying. Before i can along with what i have planned are there any limitations on things that can be broken? can md3 models be a func_breakable for example. Let's say i wanted to make a Gaspipe and when shot it explodes and the roof and walls next to would break, would something like that be possible? Link to comment Share on other sites More sharing options...
Quall Posted July 19, 2002 Share Posted July 19, 2002 I don't think you can do that to entities, but if you want the roof to fall when you break a wall, that requires some scripting. Link to comment Share on other sites More sharing options...
SlowbieOne Posted July 19, 2002 Share Posted July 19, 2002 I have a quick question that should be easy to answer. How to I make a breakable object make and explosion rather than little chunks? Before you answer, know that in the SP version of my map, it breaks into an explosion. In the MP version (which is what it will be), it breaks into rock chunks. This looks pretty stupid since the breakable object is a metal pole. Is it even possible to make an explosion effect in MP? Or is it all about the chunks? Link to comment Share on other sites More sharing options...
SlowbieOne Posted July 19, 2002 Share Posted July 19, 2002 bump Sorry, but this is the last thing I need to know before I release my map. I tried doing a search on the forums for this but came up empty. Link to comment Share on other sites More sharing options...
RichDiesal Posted July 19, 2002 Share Posted July 19, 2002 Originally posted by Subject452 First off, thank you all for replying. Before i can along with what i have planned are there any limitations on things that can be broken? can md3 models be a func_breakable for example. Let's say i wanted to make a Gaspipe and when shot it explodes and the roof and walls next to would break, would something like that be possible? Eh, I think you can break md3s, but I'm not really sure. I think you make a random invisible func_breakable and then add the "model" (maybe "model2"?) key to it, to the path of the model. Not positive on that though. And yes, that is entirely possible and would not require any scripting IF there was only one trigger-pipe. (i.e. the other things would all break at the same time, triggered by only one thing being broken). If you want to be able to set it where you need to break two or three somethings before the other breakables explode, that would indeed require some scripting. Link to comment Share on other sites More sharing options...
idontlikegeorge Posted July 19, 2002 Share Posted July 19, 2002 Subject454, you never gave an answer in the thread dealing with surfaces on the player. you claimed to have an answer on the subject that many of us in the thread were busting our brains over, and yet you did not provide one bit of help. in fact, you arguably mocked us. provided your politeness and cordiality in this thread to the people helping you, it shouldn't be much to ask for you to reply to that thread with an answer you have, or atleast point us in the right direction; if you don't have a solution for the problem, then please admit it. the thread is here: getting SURFOFF to work in SP with player!!! thank you. btw, sorry to go off-topic Link to comment Share on other sites More sharing options...
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