RUST: How to make respawnable glass Last edited 2 years ago2022-09-29 07:53:55 UTC

Have you ever wondered how to make respawnable glass in Half-Life or TFC? I have. I needed it for a map when I began mapping about 4 years ago... Now that I'm an advanced mapper I finally figured it out! (I'm not saying I was trying for 4 years to make respawnable glass or anything ... I have a real life!).

Respawnable Glass

To make respawnable glass, do the following:

1. First make a polygon with a glass brush
2. Tie the polygon to an entity - func_wall_toggle
3. Set the properties for the func_wall_toggle to:
Name: glass
Render Mode: texture
FX Amount: 90
4. Create a brush of a crack and put it over the glass so when it is shot, it breaks.
5. Tie the crack to and entity - func_wall_toggle with the following settings:
Name: glass
Render Mode: solid
FX Amount: 255
6. Create a brush of the AAA trigger texture and put it over the crack,
7. Tie it to an entity of button_target and set it's properties to:
Target: multiglass
Render Mode: solid (this will make it invisible)
8. Create the AAA brush over your button_target,
9. Tie it to an entity - func_wall_toggle and set to:
Name: glass
Render Mode: solid
Flags: Starts invisible
10. Create an entity: ambient_generic and set to:
name: glasswave
wav name: glassbreak3 (or other sounds)
Volume: 10
Start Volume: 10
Flags: Start silent, not looped, small radius
11. Create a multi_manager and set to:
Turn "Smart Edit" off and add the following with values of zero:
glass: 0
glasswave: 0
Add the following with values of 60 (or how long you want until the glass restores):
glass: 60
That should do it. Follow these instructions and your glass will constantly respawn when broken ... without having to call the repair_entity (that's a joke!)
This article was originally published on Gamedesign.net RUST.
The original URL of the article was http://www.gamedesign.net/node/196.
The archived page is available here.
TWHL only publishes archived articles from defunct websites, or with permission. For more information on TWHL's archiving efforts, please visit the TWHL Archiving Project page.

Comments

You must log in to post a comment. You can login or register a new account.