func_breakable hurts (not solved, but solution found)

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
Heres the set up of the thing I'm making.
Untitled.png
Originally I was going to use a func_button as a form of trigger and it did work as intended at first (as well as prevent players getting stuck) but I think there is some sort of error because when I applied it to all item boxes it started not doing exactly what it's outputs tell it to.

Then I figured, why not go back to the func_breakable thing I had before, but include it with the point_template.

Thing is though whenever Scout runs into the func_break he gets nicked a point of health. I don't want these func_breakables to hurt anybody when ran into. Simply do what their outputs tell them to.
SO, how do I make func_breakables harmless?

Only the func_breakable is solid. The prop_dynamics it corresponds to are all non-solid.
 

ficool2

L4: Comfortable Member
Oct 28, 2017
161
232
Fix your hammer panels pleeeeeease, there is so much wasted space on the right. Double click on Manifest and click X to remove it, and drag the other panels underneatheach other
 
May 25, 2015
390
307
Is the material set to glass? Func_breakables with their material type set to glass are specially coded to hurt the player for 1 hit point. This dates all the way back to Half-Life 1, and I guess Valve did it because they wanted it to be slightly more realistic (glass cuts).
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
Fix your hammer panels pleeeeeease, there is so much wasted space on the right. Double click on Manifest and click X to remove it, and drag the other panels underneatheach other
I've been so used to it for so long, I forgotten all about it. Thanks.

Is the material set to glass? Func_breakables with their material type set to glass are specially coded to hurt the player for 1 hit point. This dates all the way back to Half-Life 1, and I guess Valve did it because they wanted it to be slightly more realistic (glass cuts).
Untitled.png
I set the Material Type to "None" and no Gibs. Kinda odd that the material "nothing" can hurt you.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
I (sort of) solved the problem. Or at least found a managable solution.

By relabeling the func_breakable as func_button I can make it "kill" itself on damage and touch as well as tell it to break the non-solid prop_dynamic.

At first this method didn't work because of some error where the prop_dynamic won't follow it's ouputs after being broken by gunfire for the first time.
But if I pass those outputs onto the func_button then they will work.

All I have to do is add the func_button to the point_template so that it will respawn along with the prop_dynamic.
 
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