Help with "func_breakable"

Discussion in 'Mapping Questions & Discussion' started by -|V|- sniep, Mar 26, 2008.

  1. -|V|- sniep

    -|V|- sniep L1: Registered

    Messages:
    3
    Positive Ratings:
    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.
     
  2. drp

    aa drp

    Messages:
    2,251
    Positive Ratings:
    2,551
    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.
     
  3. TotalMark

    TotalMark L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    40
    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.
     
  4. DJive

    aa DJive Cake or Death?

    Messages:
    1,466
    Positive Ratings:
    736
    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.
     
  5. l3eeron

    l3eeron L8: Fancy Shmancy Member

    Messages:
    594
    Positive Ratings:
    85
    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
     
  6. apocguy

    apocguy L2: Junior Member

    Messages:
    51
    Positive Ratings:
    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.
     
  7. Pseudo

    Pseudo L6: Sharp Member

    Messages:
    319
    Positive Ratings:
    149
    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.
     
  8. Koei

    Koei L4: Comfortable Member

    Messages:
    186
    Positive Ratings:
    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?
     
  9. l3eeron

    l3eeron L8: Fancy Shmancy Member

    Messages:
    594
    Positive Ratings:
    85
    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.
     
  10. -|V|- sniep

    -|V|- sniep L1: Registered

    Messages:
    3
    Positive Ratings:
    0
    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
     
  11. Koei

    Koei L4: Comfortable Member

    Messages:
    186
    Positive Ratings:
    4
    You're doing something wrong then. I made an entire map consisting of func_breakables and they were all 200-400hp.
     
  12. Pseudo

    Pseudo L6: Sharp Member

    Messages:
    319
    Positive Ratings:
    149
    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".
     
  13. -|V|- sniep

    -|V|- sniep L1: Registered

    Messages:
    3
    Positive Ratings:
    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.