func_breakable hurts (not solved, but solution found)

Discussion in 'Mapping Questions & Discussion' started by Mystic Monkey, May 18, 2019.

  1. Mystic Monkey

    Mystic Monkey L5: Dapper Member

    Messages:
    211
    Positive Ratings:
    23
    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.
     
  2. ficool2

    ficool2 L4: Comfortable Member

    Messages:
    156
    Positive Ratings:
    151
    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
     
    • Thanks Thanks x 1
    • Agree Agree x 1
  3. Dr. Orange

    Dr. Orange L6: Sharp Member

    Messages:
    379
    Positive Ratings:
    286
    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).
     
    • Thanks Thanks x 1
  4. Mystic Monkey

    Mystic Monkey L5: Dapper Member

    Messages:
    211
    Positive Ratings:
    23
    I've been so used to it for so long, I forgotten all about it. Thanks.

    Untitled.png
    I set the Material Type to "None" and no Gibs. Kinda odd that the material "nothing" can hurt you.
     
  5. Mystic Monkey

    Mystic Monkey L5: Dapper Member

    Messages:
    211
    Positive Ratings:
    23
    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.
     
    Last edited: May 19, 2019