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*Glass, turrets, trigger questions* *still unsolved*

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1)Does anyone know how to make glass break, piece by piece, I tried valve's, it shatters. So I tried making a func_breakable_surf, but then, the glass has bad square corner edges when shot at, and I could shoot a portal through the glass. And when the glass breaks, I see error models flying. (since the gib models are missing.)

So the question is, is there anyway to make a func_breakable surf without rectangular holes, make at least 5-10 bullets to be shot to penetrate the glass, only allow to shoot portals through the holes of the glass, see the front and back side of the glass and no error gib models flying around?

2) is there a way to make a turret tip over when shot at?
And make a turret reactivates when set upright?

3)Is there a way to make "bind" commands activate at the beginning of the map or make game controls?
I want to make controls to control a turret

4) And is there a way to make a bullet trigger something?

*p.p.p.s* you could add a logic auto, then a point_clientcommand and in the logic auto, onmapspawn>(point client name)>command>(then in the over-ride put the command, like bind v noclip) Or something...

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BobbyJEL101 wrote:
*p.p.p.s* you could add a logic auto, then a point_clientcommand and in the logic auto, onmapspawn>(point client name)>command>(then in the over-ride put the command, like bind v noclip) Or something...

Sorry, doesn't work with bind commands,
Anyone who types bind commands in point client command in hammer, you can't open the map again until you get rid of the quotes.

PS:You can parent a func_door_rotating and a func_physbox to the turret.
Then add
physbox: OnTakeDamage Func_door_rotating open
Func_door_rotating: OnOpen Turret Disable.

To avoid painting you could try a trigger_paint_cleanser, also parented.
Then add to the turret: OnDisabled paint_cleanser enable.

Don't know how to check if the turret is upright, but in that case:
Unparent the func_door rotating, reset it, parent it again. Enable the turret and disable the paint_cleaser?

For the turret tripping: OnTiped: !self Disable

That's all I can help you with atm :)

lpfreaky90 wrote:
PS:You can parent a func_door_rotating and a func_physbox to the turret.
Then add
physbox: OnTakeDamage Func_door_rotating open
Func_door_rotating: OnOpen Turret Disable.

To avoid painting you could try a trigger_paint_cleanser, also parented.
Then add to the turret: OnDisabled paint_cleanser enable.

Don't know how to check if the turret is upright, but in that case:
Unparent the func_door rotating, reset it, parent it again. Enable the turret and disable the paint_cleaser?

For the turret tripping: OnTiped: !self Disable

That's all I can help you with atm :)

This solves the paint problem, but I want the turret to tip when a another turret shoots it.
And The physbox thing doesn't work, thanks For helping, though.

Why doesn't the physbox work? :P
If it because it's for all damage: Just add a damage filter for bullets?

and for your PPS: mapping-help/custom-lightboard-icons-t4417.html ;)

lpfreaky90 wrote:
Why doesn't the physbox work? :P
If it because it's for all damage: Just add a damage filter for bullets?

and for your PPS: mapping-help/custom-lightboard-icons-t4417.html ;)

1) the physbox breaks, and the turret doesn't tip over
2) too bad, i would've like to implement my own test chamber icons

About the turrets, add an invisible not solid func_breakable and an explosion entity, place the func_breakable behind the turret you want to tip over and the explosion somewhere near. Now add an output to the func_breakable onchangehealth trigger explosion, disable turret, kill (the func_breakable). I never tested it, I just made it up, you should check if it works...
Hope it helps.

ImageImageImage
Instance: Co-Op Tube Ride
lpfreaky90 wrote:
Why doesn't the physbox work? :P
If it because it's for all damage: Just add a damage filter for bullets?

and for your PPS: mapping-help/custom-lightboard-icons-t4417.html ;)

how about setting the strength to 0, that way it shouldn't break right? :lol:

Mr. P. Kiwi wrote:
About the turrets, add an invisible not solid func_breakable and an explosion entity, place the func_breakable behind the turret you want to tip over and the explosion somewhere near. Now add an output to the func_breakable onchangehealth trigger explosion, disable turret, kill (the func_breakable). I never tested it, I just made it up, you should check if it works...
Hope it helps.

The invisible texture is not invisible when used a a func_breakable, so is trigger.
And the physbox breaks, but then the turrets just keeps saying stop shooting.

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