Help Making A Wall Fall Apart........
Quote from EL POLLO LOCO on January 24, 2012, 4:37 pmHey guys, I'm just recently getting back into mapping again and I need some help.
My goal is to have a wall off in the distance a little bit, and when the player looks at it, parts of it fall off. I have already cut the wall into the parts that need to fall off but I don't know how to make them do so.
Any help is greatly appreciated.
thanks
Hey guys, I'm just recently getting back into mapping again and I need some help.
My goal is to have a wall off in the distance a little bit, and when the player looks at it, parts of it fall off. I have already cut the wall into the parts that need to fall off but I don't know how to make them do so.
Any help is greatly appreciated.
thanks
Quote from Robdon on January 24, 2012, 5:36 pmHi,
Make all the bits of wall that you want to fall of separate brushes and then tie them to a func_physbox, and name them all the same.
Set the flag 'Motion Disabled' on them all.
Then use a trigger_look to set the 'EnableMotion' output and gravity should make them fall.
Rob.
Hi,
Make all the bits of wall that you want to fall of separate brushes and then tie them to a func_physbox, and name them all the same.
Set the flag 'Motion Disabled' on them all.
Then use a trigger_look to set the 'EnableMotion' output and gravity should make them fall.
Rob.

Quote from ChickenMobile on January 24, 2012, 8:25 pmThere are also certain models that valve uses for test chamber / wall destruction. Type destruction in filters and look for a 4x4 square wall and test out its' animations!
There are also certain models that valve uses for test chamber / wall destruction. Type destruction in filters and look for a 4x4 square wall and test out its' animations!
Quote from spongylover123 on January 24, 2012, 8:37 pmAdd a phys_hinge also for it to wiggle back and forth.
Add a phys_hinge also for it to wiggle back and forth.
Quote from EL POLLO LOCO on January 24, 2012, 9:22 pmThanks guys, that really helped!
one problem though; some of the func_physboxes fall inwards instead of outwards, which is right onto a surface that needs to have a portal on it.
How do i fix this?
Thanks guys, that really helped!
one problem though; some of the func_physboxes fall inwards instead of outwards, which is right onto a surface that needs to have a portal on it.
How do i fix this?
Quote from spongylover123 on January 24, 2012, 9:28 pmMake it break when it lands.
Make it break when it lands.
Quote from neco on January 25, 2012, 6:30 amEL POLLO LOCO wrote:Thanks guys, that really helped!one problem though; some of the func_physboxes fall inwards instead of outwards, which is right onto a surface that needs to have a portal on it.
How do i fix this?Can't you simply protect that area (direction) using a func_clip_vphysics or a temporarily trigger_push?
one problem though; some of the func_physboxes fall inwards instead of outwards, which is right onto a surface that needs to have a portal on it.
How do i fix this?
Can't you simply protect that area (direction) using a func_clip_vphysics or a temporarily trigger_push?
Quote from EL POLLO LOCO on January 25, 2012, 7:48 pmthanks guys, you all helped alot!
thanks guys, you all helped alot!
Quote from srs bsnss on February 3, 2013, 2:14 amFor future reference, there's a tutorial for this on the VDC.
For future reference, there's a tutorial for this on the VDC.