Breakable and Rain question

Discussion in 'Mapping Questions & Discussion' started by megawac, Nov 21, 2009.

  1. megawac

    megawac L4: Comfortable Member

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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: Nov 21, 2009
  2. Ravidge

    aa Ravidge Grand Vizier

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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.
     
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  3. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Try setting the breakable's damage filter setting to a filter_damage_type entity set to BLAST type.
     
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  4. Lancey

    aa Lancey Currently On: ?????

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    Isn't the rain in TF2 controlled by a particle effect?
     
  5. megawac

    megawac L4: Comfortable Member

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    Thanks snark and ravidge, can anyone elaborate on how to add inputs to particles? Also has anyone else tried what Snark suggested?
     
  6. Pseudo

    Pseudo L6: Sharp Member

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    I tried something similar a while ago and couldn't get it to work. I think all weapons cause "generic" damage in TF2.
     
  7. Terr

    aa Terr Cranky Coder

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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.