Breakable and Rain question

megawac

L4: Comfortable Member
Oct 2, 2009
180
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func_breakable

Would there be anyway possible to make breakable brushes that only take damage from explosion damage?

Rain (particle)

Also, can i make it so the particle rain takes inputs to start like 15 seconds after a point is captured... And if that is possible is there anyway to make it slowly increase in intensity over time.

I know I can use func_precipitation, but the particle engine for rain seems much better and there is less issues... http://developer.valvesoftware.com/wiki/Precipitation_issues

Thanks in advance.
 
Last edited:

Ravidge

Grand Vizier
aa
May 14, 2008
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breakable: no

rain: yes.
Though increasing the intensity is probably difficult.. could probably be done by having more rain particles that start with a timer.. but I dont see a point in doing that, rain is rain. Just having it will get the point across.
 

lana

Currently On: ?????
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Sep 28, 2009
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Isn't the rain in TF2 controlled by a particle effect?
 

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
Thanks snark and ravidge, can anyone elaborate on how to add inputs to particles? Also has anyone else tried what Snark suggested?
 

Terr

Cranky Coder
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Jul 31, 2009
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I can say that blast-only walls worked fine when I tested them in ep1 with HL2 grenades and weaponry.

For the rain slackening... There may be some way (don't have the editor in front of me) to link the emission rate to a CP, and then in hammer set the CP onto some invisible entity that moves slowly to get the scaling you want.