Is this correct? Damage....


(cicero) #1

Just wanna check one thing to see if I got it all right…

If I want to make a wall that cracks if someone shoot at it, then will the following work?

First a make the wall as it would look like when intact.

Secondly, I clone this first wall (size, place, texture etc…) and hide one of them.

Then I make a brush, the size and shape of the hole, after the wall been destroyed, and I then place that brush in the visible wall and press subtract where I want the hole to be.
I also make some debris and place that on the ground.

I then select the non-destroyed wall and right click and select func_static
and a targetname for that part.

Then I select the broken wall (and the debris???), right click and press func_explosive + enter a value, and then I also give it a target + name.
ohh, i forgott, I’ll also have to enter a health + value for the non-broken wall.
By doing it this way and not use a trigger brush, players will not when near, get a hint about the fact that the wall can be destroyed?

Am I correct???
By the way, how much damage does the different weapons cause (MP40, Thompson, Sten? Satchel? Mg42, Panzerfaust, knife?) and will artillery and airstrikes default cause damage to the wall? Is that possible to prevent?


(cicero) #2

How trigger between the non-broken and the broken wall…?

THX!!!


(greekdish) #3

From reading what you posted, you have it backwards…the clean non-destroyed wall is the func_explosive, and the destroyed wall is the func_static. The destroyed wall needs to be checked as start_invis, and have a targetname, say “wall_debris”. The clean wall needs to have a target key with “wall_debris” as the target. Once the func_explosive is destroyed (the clean wall), the func_static (destroyed wall) will show up.


(cicero) #4

oki! thx! One thing though… by not useing a trigger brush, players won’t get a hint about that the wall might be destroyed?

THX!


(Doc) #5

They will. Look at the windows in first Allied spawn on radar. They have no trigger brush, but when you’re near them the fist icon shows up.

If you’re thinking of the command map, no, that won’t show up without some kind of objective_info entity, or something…


(cicero) #6

ah oki, that’s to bad… wanted to have several walls that would be possible to enter throu the hole from the blast… My thought though, was to make this possible but also not hint a player about it…it should be more of a suprise… just like if you shoot at someone and misses (which of course never happen to you…) then panzerfaust might then hits a wall and blow a hole in it. I planned to make this possible on selected walls in the map only though…

How much damage does the different weapons cause, anyone who knows?

Thx!!


([rD]MrPink) #7

I wonder if it would be possible to turn off the hint using the cursorhint key? Just an idea…


(sock) #8

Have a look at the sample map goldrush, it has 3 points in the map where the tank hits various walls and bits explode. By removing the “health 0” key they will interact with players.

Sock
:moo:


(cicero) #9

interact with players, what is interact in this discusion? Does that mean ,yes players won’t get a hint?


([rD]MrPink) #10

Players wont get a hint, but with health at zero a player can’t destroy it, unless its set to grenade, or dyno, or something along those lines.


(cicero) #11

oki. So apart from the health thing that I think I know pretty well, how do you set for example a wall so it might only be destroyed by satchel, or a panzerfaust, or why not both…?

(I think I’ve got a hold of how you make an object destrutable by a dynamite…)

I belive it’s important for my map that players won’t get a hint about the fact that they can someplaces blow up a piece of a wall and enter that building that way.

Thx!


(Vetinari) #12

but once someone “accidently” breaks that wall, it’ll spread very fast that it’s possible and everyone will use it… so: why hide this entrance :wink:


(Loffy) #13

Vetinari is right.
But I understand your idea, to get rid of the “hand” (the hint).
If you want to hide the hand, put a brush around the object and make it a trigger_objective_invisible (or however it was called, cant remember). Then enter key/value cursorhint hint_none. The trigger_objective_invisible is bigger than the objective, but it is invisible. The player will still see only the wall.
The trigger_objective_invisible will overwrite the stuff underneath it. And its cursorhint, which is none, will be the only hint visible.
// Loffy


(sock) #14

Cannot be done. Construction class 2 is satchel+dyno and normal health on a func_explosive can be damaged by bullets and panzerfaust.

This wil certainly annoy alot of new people to your map because otherwise how do they found out, by shooting every wall in your map!?! If you want this feature then add the following key to your func_explosive entity.

cursorhint, hint_none

Sock
:moo: