Making something bust through a wall
Quote from jordenjames88 on August 24, 2011, 4:08 pmIn a map I am working on now, I want to make a diversity tube punch through a wall to get to the player when activated. I already know how to make the diversity tube, but how do I make the destructable wall? (The wall is made of squarebeams, but I can change that if it impossible to do with those.) Thank you.
In a map I am working on now, I want to make a diversity tube punch through a wall to get to the player when activated. I already know how to make the diversity tube, but how do I make the destructable wall? (The wall is made of squarebeams, but I can change that if it impossible to do with those.) Thank you.
Quote from KenJeKenny!? on August 24, 2011, 4:51 pmdoes the wall have a panel texture? (would be easiest) you could create a seperate brush for every panel depicted in the texture...some are 32x32 or 64x64, etc. etc.... you'll figure it out.
Then turn all the brushes that have to fall into a func_physbox (seperatly, or they will be treated as one) and name them uniquely by adding _1,_2,_3, etc. on the end. Mess around with the settings, it's pretty straight-forward... and don't forget to flag motion disabled, Ignore +USE & prevent motion enable on player bump.
First i'd recommend testing the destruction effect before adding the vactube animation. So just create a simple button at the spot where the player would've triggerd this effect and see how it looks...
Then just place the vactube right behind the wall and tie it to a func_tracktrain.
When triggered, send it down it's path with the appropriate and realistic speed (test, test, test!) and time the motion enabling of the created func_physboxes right (also more trial and error).
And for effects i would recommend adding a subtle env_shake.
Not the best explanation ever... but read the VDC pages and you should be able to work it out.
does the wall have a panel texture? (would be easiest) you could create a seperate brush for every panel depicted in the texture...some are 32x32 or 64x64, etc. etc.... you'll figure it out.
Then turn all the brushes that have to fall into a func_physbox (seperatly, or they will be treated as one) and name them uniquely by adding _1,_2,_3, etc. on the end. Mess around with the settings, it's pretty straight-forward... and don't forget to flag motion disabled, Ignore +USE & prevent motion enable on player bump.
First i'd recommend testing the destruction effect before adding the vactube animation. So just create a simple button at the spot where the player would've triggerd this effect and see how it looks...
Then just place the vactube right behind the wall and tie it to a func_tracktrain.
When triggered, send it down it's path with the appropriate and realistic speed (test, test, test!) and time the motion enabling of the created func_physboxes right (also more trial and error).
And for effects i would recommend adding a subtle env_shake.
Not the best explanation ever... but read the VDC pages and you should be able to work it out.
Quote from jordenjames88 on August 24, 2011, 5:10 pmthank you.
thank you.
