An issue with func_breakable

Nynnja

L1: Registered
Mar 13, 2009
6
0
This isn't an issue with func_breakable per say, but more an issue with an unfortunate side effect of func_breakable.

I have a map in progress that involves the capture point located on top of a func_breakable, that dumps everyone on the point into a victory pit when the map is won.

The problem is that sticky bombs and Jarate bounce off of func_breakables, as most of you know, and I'm having trouble figuring out how to get them to find something to grab onto.

What I've tried has all involved a clip brush, extending 1 unit in all directions of the capture point.

I have set the clip brush to a func_brush with a kill input, a func_clipvphysics with a disable input, and even a func_detail with an added targetname to try and force a kill input on it.

Any suggestions or am I out of luck on this one?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
The only way you can accomplish this is with a trigger_vphysics_motion filtered to tf_projectile_pipe_remote via a filter_activator_class and then use the velocity limits to make the stickies "freeze" in the air at the surface of the breakable. (trigger should be one unit larger)

The caveat here is t_v_m isn't in the TF2 FGD so you'd need to either enter it all manually or add it to the FGD. (I plan to do so in my next FGD update, but I have a lot to get done before that happens)
 

Nynnja

L1: Registered
Mar 13, 2009
6
0
Ah, ok ABS, I'll probably just key it in manually and wait for your FGD update, just one more quick question, is there anyway to force Jarate to break on impact with (what looks like on the player's screen) the func_breakable? I don't want to have Jarate just sitting on it for a couple seconds until it explodes of its own accord, that would just look bad.