falling debris Created 20 years ago2004-01-03 18:51:33 UTC by m0p m0p

Created 20 years ago2004-01-03 18:51:33 UTC by m0p m0p

Posted 20 years ago2004-01-03 18:51:33 UTC Post #10383
I am doing a map and I am attempting to do falling debris. How would i group all of the rocks as func trains and making the breakable ceiling trigger them as one. Would i use a multi manager or a master?
m0p m0pIllogical.
Posted 20 years ago2004-01-03 19:03:56 UTC Post #10387
Use a MultiManager.
Posted 20 years ago2004-01-03 19:05:08 UTC Post #10388
Oh, and just make a bunch of big rocks with little ones attached to them and do them all as trains.
Posted 20 years ago2004-01-03 20:59:05 UTC Post #10408
or...

make a func_breakable for the ceiling... call it "myceiling" for now... set it to target "ohmygoditsfalling" :D

then make a bunch of other func_breakables below it... texture them with whatever... set rendermode to texture... then fxamount to 0... this will make them invisible... set material type to rocks... and name them all "ohmygoditsfalling".... now... when the ceiling breaks... it triggers all those other ones... and you have a big mess of sprite based rocks falling everywhere :P

yay... ps... to inflict damage... you need to set a trigger_hurt where the player will be standing... and target it through a trigger_relay named "ohmygoditsfalling" with a delay long enough to let the rock sprites reach the player...

-Chippy
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