exploding walls and mod compiling Created 19 years ago2005-05-31 18:41:25 UTC by codefreak327 codefreak327

Created 19 years ago2005-05-31 18:41:25 UTC by codefreak327 codefreak327

Posted 19 years ago2005-05-31 18:41:25 UTC Post #112029
Hey everyone. I'm new here and this is my first post. I'm currently working with a team on a long single player mod for HL2 (obviously) and I had a few questions that I was hoping you guys might know about...

1.) Is there a way to make a certain piece of terrain appear on command? We are making a scripted sequence in which an explosion occurs, and I need a way to make a large pile of rubble appear. I was able to make the rubble pile out of a block that I displaced to make it all jagged, and then applied a 'rubblish' texture to it. I just need a way to make this appear at a certain time.

2.) This is probably a much easier question. After you have all of your maps completed, or even just 1 map completed, how do you compile all the pieces of your mod together? (Basically so that everything in your mod is packaged together and can be played through Steam).

Thanks everyone in advance for your help and I hope I can return the favor! :nuts:
Posted 19 years ago2005-05-31 21:29:29 UTC Post #112054
You can teleport it in, using a point_template with some other rubble models might work well.

Normally for a mod it all depends, but you'll want your own mod subdirectory (Steam can make this stuff for you) and then include your content in maps/, materials/, models/, etc.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-05-31 21:40:08 UTC Post #112055
Well I made the rubble pile out of your standard 6-sided block and just used terrain displacement. Does the point_template only work w/ models are can I use it with the 6-sided block also?

Thanks for your help Rabid
Posted 19 years ago2005-06-01 00:12:39 UTC Post #112062
Mmm, you won't be able to move it if it uses terrain displacement - Displacements cannot be on entities, and moving things of any sort are entity based. You'll need to use a physics model or make it a func_physbox entity from something without displacement.
RabidMonkey RabidMonkeymapmapmapfapmap
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