Silverhawk2000 Posted April 2, 2003 Share Posted April 2, 2003 Hi All, I am quite sure that this is not possible but wanted the check it out. I don't think you can make a brush have 2 func_ behaviours. Fore example you can't have a func_rotating/breakable brush. Am I right or wrong. I have not experimented, but I am guessing that it is not possible. Too bad, because that would be cool. Multiple func_ Rotating pendelums, etc... think of the possibilities. Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 2, 2003 Share Posted April 2, 2003 You can't make it. But... if it's SP, you can use scripts for moving, so you can make a func_breakable rotate for example. Link to comment Share on other sites More sharing options...
wedge2211 Posted April 2, 2003 Share Posted April 2, 2003 You're right, you can't do that. If you try to create an entity with other entity parts (inculding misc_models, ammo, info_players, etc), you get the "Could not create entitiy: brushes not all from this world" error. [Edit: Haha, beat me by seconds, LJ! ] Link to comment Share on other sites More sharing options...
Emon Posted April 2, 2003 Share Posted April 2, 2003 Try linking the func_breakable to a func_rotate which consists only of the origin brush. Link to comment Share on other sites More sharing options...
wedge2211 Posted April 3, 2003 Share Posted April 3, 2003 Originally posted by Emon ...a func_rotate which consists only of the origin brush. But won't that get the sv_setbrushmodel null error? Link to comment Share on other sites More sharing options...
lassev Posted April 3, 2003 Share Posted April 3, 2003 Try linking the func_breakable to a func_rotate which consists only of the origin brush. Might work in some occasions, if you could put some piece of nodraw or caulk to the func_rotating in addition to the origin. For example, for a pendelum the origin and this extra piece could be right next to the ceiling, so it wouldn't matter. The breakable part would swing in the area the player would anyway walk to. And of course you could, for special purposes, mask the scripted removal of a func_rotating with a massive explosion... Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 3, 2003 Share Posted April 3, 2003 Originally posted by Emon Try linking the func_breakable to a func_rotate which consists only of the origin brush. This works with misc_models, but the target of a func_breakable isn't the thing it must fire when breaked? Link to comment Share on other sites More sharing options...
Emon Posted April 5, 2003 Share Posted April 5, 2003 You never need to remove the func_rotating. You make it an origin brush and nodraw and it's never collidable. You could look into attaching a misc_model_breakable to a func_rotating. Link to comment Share on other sites More sharing options...
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