- Jan 24, 2011
- 224
- 12
Heres the set up of the thing I'm making.
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.

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.