Breakable door question

Discussion in 'Mapping Questions & Discussion' started by matou, Feb 5, 2010.

  1. matou

    matou L2: Junior Member

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    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:
     
  2. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    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.
     
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  3. Lancey

    aa Lancey Currently On: ?????

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    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.
     
  4. matou

    matou L2: Junior Member

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    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?
     
  5. matou

    matou L2: Junior Member

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    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
     
  6. Dr. KillPatient

    Dr. KillPatient L3: Member

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    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
     
    Last edited: Feb 7, 2010
  7. matou

    matou L2: Junior Member

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    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.
     
    Last edited: Feb 8, 2010
  8. megawac

    megawac L4: Comfortable Member

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    Did you parent it to the door?