Func_explosive without symbol in game


(Loffy) #1

Hi!
I have made an entity and it is a func-explosive. Health 30.
When I walk up to it, I see the “You can break this”-symbol.
http://etmapping.andityler.com/images/breakableobject00.gif
Can I turn this symbol off?
I want the brush to be breakable, but without the symbol. I just want to be able to walk up to it. And not see anything, no symbol, nothing. Just the brush. Then fire a couple of shots into it with my gun, and it breaks apart.
It is a part of a wall. I hope that there will be lots of gun fights in this area, in my map. And when some of the shots accidentally hit the wall, the wall will break. Cool? Don’t know. I just map. :wink:
Thanks in advance!
// Loffy


(damocles) #2

The only thing I can think of will only work if you can be certain that the wall will only be viewed from one side before it is destroyed.

I’m guessing this is not the case, so I’ll hold off the idea (it simply involved sticking a fake brush in front of the wall bit to prevent the icon)


(Drakir) #3

Theres a way, but i think it would be a pain in the but to make a whole wall this way.

Make script_mover, set its health.
Make a target_effect targeted by a trigger_once that u call upon in the “death” part in the script file for the scrip_mover.


(G0-Gerbil) #4

Easy enough - I do this in Church on the wall that contains the second ghost.

You place a func_invisible_user brush around it (slightly larger) with the cursorhint key set to a value of hint_none or hinbt_forcenone.


(Loffy) #5

Hm, so if someone fires at the brush (a func_invisible_user) it will explode? And vanish? Ok. I will try it immediately.
Thanks!
// Loffy


(G0-Gerbil) #6

No, it’s just that the func_invisible_user will hide the symbol you get.
So leave your func_explosive as is, and place a new func_invisible_user around it as I described above.


(Loffy) #7

Yep, you were right. The brush around was indeed invisible, and it “blocked” the symbol.
Excellent!
// Loffy


(ziege) #8

Interesting, thanks for that info, I’ll add this as an optional bit on the tutorial.