What im afer is you blow obj X and when its blown, both the obj and brush Y, that in this case represents a garage door dissappears or blows up
Turn brush Y into a script - script_mover entity and give it a scriptname and targetname (both the same)
Then in the script where the death function of obj X is called do:
setstate [scriptname_brush_y] invisible
you may want to add a wait too but im not sure if this is needed…
So assuming Brush y target/scriptname is “brushY” your death function will look like this:
death
{
wm_announce "Obj X has been destroyed!"
wait 20
setstate brushY invisible
}
Be sure to include a brush with the “common/origin” texture in the script_mover tho, else it wont work
(select the origin brush AND the garage door and turn them both into a script_mover at the same time)
On another note, i want a satchable destruction so i added constructible_class 2 to the script instead of constructible_class 3 for dyno…
is that wrong? because you can destroy it by guns and the track still shows when your near it =/
Constructible_class 2 is indeed for satchel, so it should not be destroyable by guns afaik…
maybe you have set a health key or something? i dunno…
another Q, i have given a brush an entity, but i want to remove it now…how?
Select it, rightclick in 2D window, select “Turn into worldspawn” (or something like that, i think its below “Make structural and Make detail”)