Breakable door question

matou

L2: Junior Member
Oct 25, 2008
86
20
So i'm currently in a bit of a strange situation or atleast I can't think of how to achieve a certain thing in my map. But first let me give you folks a brief overview of what i'm doing.

I'm currently making a map for a type of game mode i'm wanting to do. (Invasion Style) Where RED team is defending their fortress against the invading BLU team(Or possibly the other way around.. no biggy there). Anyways there will always be 3 Doors

1. Front gate which can take the most damage.
2. Castle doors which can take the 2nd most.
3. Postern door which can be found along the side or the back of the fortress as a "quick in" method.

Right now the doors are breakable however I want to set them so that they can also let the RED team through yet still break and from what I remember doors cannot burst into pieces like a func_breakable.

So... my question is any ideas or tips on how I can achieve this?:thumbup:
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
make a nodraw door. Use a trigger_multiple tp allow red too pass. Parent the Breakable to the invisible door. OnBreak, tell the breakable to kill heirarchy.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
What you could do is parent a slightly larger func_breakable with a nodraw texture on it to a func_door that looks like what you want it to. Set all your keyvalues in the two and remember to have gibs if you want the door to look like it's breaking. Then, in your func_breakable, add the output:
OnBreak > func_door (whatever the targetname is) > kill

Or you can always do it the opposite way and have a func_breakable that looks like what you want it to parented to a door. The setup is almost exactly the same, and I'm not sure if there's an advantage either way.
 

matou

L2: Junior Member
Oct 25, 2008
86
20
Thanks, never thought of doing that :p.

Also one more that popped up is there anyway of enhancing the amount of gibs that show up after breaking?
 

matou

L2: Junior Member
Oct 25, 2008
86
20
Uhm so i stumbled upon something stopping me again.

the nodraw idea works however i can't travel through the nodraw since it's solid. Is there something i'm missing? and if so what :p
 

Dr. KillPatient

L3: Member
May 10, 2009
115
8
You need to make the nodrawed brush a door if you haven't already. It should act just like a normal door, but when the func_breakable breaks the nodraw brush should also be removed. You can achieve this by giving the func_breakable the output:

Onbreak *nodraw brush's name* kill
 
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matou

L2: Junior Member
Oct 25, 2008
86
20
I understand that but the breakable is still solid so that still prevents them from going through the door.

Also it seems you can't move a breakable so i'm beginning to think this can't be done.
 
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megawac

L4: Comfortable Member
Oct 2, 2009
180
29
I understand that but the breakable is still solid so that still prevents them from going through the door.

Also it seems you can't move a breakable so i'm beginning to think this can't be done.

Did you parent it to the door?