Falling pylon, which breaks? Created 19 years ago2005-03-22 13:45:50 UTC by Daubster Daubster

Created 19 years ago2005-03-22 13:45:50 UTC by Daubster Daubster

Posted 19 years ago2005-03-22 13:45:50 UTC Post #98580
Hi everybody!
I'm making this new map and i need one special effect. The bomb target is a water tower. When the bomb blows, i want the tower to start falling and then explode and break. I've tried making the wate tower fall, using a func_door_rotating entity (according to one tutorial, which was posted here, but now is removed :confused:.. It was called "tip over pylon"). Anywho, how do i make that tower fall and break? I just can't figure t out... :zonked:
Daubster DaubsterVault Dweller
Posted 19 years ago2005-03-22 13:47:08 UTC Post #98581
Sorry bout the missing letters in some words.. I was in a hurry :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-03-22 14:06:12 UTC Post #98583
A func_door_rotating, in this case, a water tower, need an ORIGIN brush attached to em. This actually works like a hinge. If you make a func_door_rotating without an ORIGIN brush attached to it, Half-Life, or the Engine, automatically places the FDR at the center of the level area, the point where X, Y and Z meet.
Posted 19 years ago2005-03-22 14:13:06 UTC Post #98584
Yea, I know that... But how do i make it rotate and break? THIS is the question... :(
Daubster DaubsterVault Dweller
Posted 19 years ago2005-03-22 14:43:57 UTC Post #98589
Make an invisible brushbased entity that rotates how you want[e1] then make a brushbased hinge-thing that falls over like you want[e2] then make one the parent of another then make tower the child of the lowest on the heirarchy. is that understandable? instaed of trying to do it all with one ent. tie a few together, one for each motion. :D
Posted 19 years ago2005-03-22 16:46:53 UTC Post #98616
make one entity for the tower, which falls over. then have the tower disappear in some way, and trigger a non solid, invisible func_breakable in the shape of the tower in its fallen over position.
Posted 19 years ago2005-03-24 11:36:26 UTC Post #98833
And HOW do i make the tower dissapear? :
Daubster DaubsterVault Dweller
Posted 19 years ago2005-03-24 13:40:16 UTC Post #98842
a env_render entity.

and nickel plate, this is HL1 not HL2
Posted 19 years ago2005-03-25 02:06:47 UTC Post #98936
sorry about these other guys. Now for the answer, place an trigger_rely and then go into the propertys. In the kill target slot enter the name of the door rotating (the tower.) make sure to target the trigger_rely at the time the tower complets falling.

Now, what I would do for the wreakage I would have a ruined tower that starts out invisable you do that by making the ruined tower a func_wall and give it a name (ex. ruin) then have a trigger_rely target it and in the propertys have trigger to send set to (off) I think. and time it so it gets triggered when the tower dissapers. then the ruined tower will appear.

Hope this helps :)
Posted 19 years ago2005-03-25 06:14:17 UTC Post #98968
K... I'll try that :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-03-25 11:41:51 UTC Post #99003
do you mean for the second part that it would be a func_wall_toggle with starts invisible flag, being targeted by the second relay?
Posted 19 years ago2005-03-25 18:07:35 UTC Post #99070
oh yea, thx I was tired when I was writing it.
Posted 19 years ago2005-04-05 17:56:47 UTC Post #101910
I know this is an old thread, but it was mentioned elsewhere.
I really think you guy's should google a bit more.
Eiger falling tower
Describes the start of the process.
Posted 19 years ago2005-04-06 08:12:16 UTC Post #102000
I knew this tutorial, andy... :)
So please - anyone. In words understandable to a noob, how do i make the pylon break when it reaches ground? :zonked:
Daubster DaubsterVault Dweller
Posted 19 years ago2005-04-06 09:09:05 UTC Post #102012
Use a func_wall togle and a env_render when it hits the ground to simulate serval broken parts.
Posted 19 years ago2005-04-06 10:30:39 UTC Post #102022
ooh... Howabout a env_shooter to shoot some gibs?
Daubster DaubsterVault Dweller
Posted 19 years ago2005-04-06 18:18:14 UTC Post #102096
Go to my example map to figure it out. I haven't made it exactly your way though, but I'll get to that.

http://www.twhl.co.za/mapvault_map.php?id=2898
Posted 19 years ago2005-04-06 18:31:30 UTC Post #102097
Actually, I'm not doing the CS version, but all you have to do is set up the bombsite and make it target the door when the bomb explodes. That attribute should be there.
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