Help with "func_breakable"

-|V|- sniep

L1: Registered
Mar 25, 2008
3
0
I am needing some help with a breakable entity. So far I have reviewed the tutorial about static and moving breakable targets, no help. I am trying to make some destroyable cover points in my map. Sorry I am a n00b, and this is my very first map that might be released. I have thus far created my brushes, tied to entity "func_breakable" set the hit points to say around 5,000,000. And yet a soldier can destroy it in two, count them TWO hits, even a damn scout with the scattergun. But a heavy firing all 200 rounds into it does NOTHING. These are cover points, so they HAVE to take some damage before breaking. I have seen this done in "well classic", "warpath", and others i can't think of right now. I have gone through the SDK docs, I have searched your site. If you need more information as to what i have done please ask, for I can pretty much give you a step by step into everything I have done and tried. From following tutorials to simply "poking it with a stick" till it works.
 

drp

aa
Oct 25, 2007
2,273
2,628
have you tried a resonable number like maybe 1,000 to see if that worked? there might be a limitation on the hitpoints on a breakable brush.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
There's a chance, since they're set so high, the game is confused.

There is a limit to how strong that stuff can be.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Using the exact same idea in my map. settings i have

500 dmg takes a scatter gun roughly 8 clips.

700 dmg takes close to a full 200 clips from a heavy

4000 dmg seems to be a desent mix. Its what mine is currently set at.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
I use func_breakable for blowing a hole in a wall. I got it set up pretty easy. It was self explanitory... check the flags tab in the func_breakable settings. There might be some flag ticked that needs to be changed. If I remember right all the flags were unchecked.

I set the health to 1500, which was like 25 or 30 rockets (if I remember right) Ill try to remember to look up my setting and report back when I get home :D
 

apocguy

L2: Junior Member
Jan 10, 2008
51
2
I have another question to add:
Is there a way to make it so breakable walls allow stickies to stick to it?
Currently in my map Stickies just bounce off of breakable walls which is annoying because I created a wall that is easiest for demomen to break down.
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
I have another question to add:
Is there a way to make it so breakable walls allow stickies to stick to it?
Currently in my map Stickies just bounce off of breakable walls which is annoying because I created a wall that is easiest for demomen to break down.

That's a problem with a lot of brush entities. One thing that stickies will stick to is dynamic props, which could be set to disable when something breaks. I don't know if you can use that to build some sort of workaround.
 

Koei

L4: Comfortable Member
Feb 23, 2008
186
4
Do stickies stick to nodraw? Maybe you can make a nodraw grid infront of the wall? Damage will leak through a bit and still damage the wall?
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
I just double checked... no flags checked.

All I did was set the health and material type. Everything else is default, I didnt even need to name it.
 

-|V|- sniep

L1: Registered
Mar 25, 2008
3
0
have you tried a resonable number like maybe 1,000 to see if that worked? there might be a limitation on the hitpoints on a breakable brush.

i have tried everything from 100, 200, 500, 1000, 5000, 10,000, ect. but i will lower it and re-read the thread here. thank you all for your help
 

Koei

L4: Comfortable Member
Feb 23, 2008
186
4
i have tried everything from 100, 200, 500, 1000, 5000, 10,000, ect. but i will lower it and re-read the thread here. thank you all for your help

You're doing something wrong then. I made an entire map consisting of func_breakables and they were all 200-400hp.
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
Have you been setting the "Prop Data" keyvalue? Because you shouldn't be. Setting this will override the number you set for "Strength" and make it react differently to different weapons. To change what material the breakable acts like when damaged, set the "Material Type" keyvalue, but leave "Prop Data" set to "None".
 

-|V|- sniep

L1: Registered
Mar 25, 2008
3
0
Thank you all very much. You were right Pseudo, I must not have fully read the help section about the overiding. I set to none and now they are MUCH harder to destroy.