how would i do this Created 18 years ago2006-01-20 08:11:55 UTC by kevin mod kevin mod

Created 18 years ago2006-01-20 08:11:55 UTC by kevin mod kevin mod

Posted 18 years ago2006-01-20 08:11:55 UTC Post #158733
ok i wanna make a thing where every object excluding the players just like blows up and disapears. but it would be on a timer like a min.

ive tried a thing where i named every thing expload and i said a trigger hurt the size of the map and went to input and put taget expload then under one of the option boxes the wwas a scroll through thing and i clicked kill.
Posted 18 years ago2006-01-20 13:18:11 UTC Post #158759
Make your whole map func_breakable and damage to minus I believe to stop bullets from breaking it then trigger it in your output to break.

OR

Make it all func_wall or something and give it a name then trigger it to be killed which makes it go 'poof' gone.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-01-27 05:49:47 UTC Post #159771
well i want the little boxes to break and all and im doing what ur saying its just that steam triggers arent the same but the input it the name of all the breakable stuff i dont get it...
Posted 18 years ago2006-01-27 09:34:24 UTC Post #159793
Ah yes I can perhaps aid you there...
You see the triggering system is a lot easier than the HL1 in my opinion but it takes a little while to get used to.

The thing that makes it easy is you can use 'outputs' to simple target whatever and do whatever and click ok.

So when you say want to trigger something to break you make an object func_breakable, you then make a brush covered in the trigger texture which is orange. You click tie to entity while clicking on the orange trigger texture and a box comes up. You then scroll down the list of entities in this box to trigger_once or multiple depending on what you want. I would suggest once because once it breaks it don't come back.

Now click the output tab and you will see add at the bottom. If you click add a line appears on the table above. You then choose the name of the entity, what it does aka breaks and something else...I can't remember because i'm writing this off the top of my head.

Hope this helps a little and if not then explain whats wrong and i'll try to help. I could even make an example if necessary.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-01-27 09:37:49 UTC Post #159796
I wouldn't use a trigger_hurt for this.....

I think Habboi is right, make everything you want to break into func_breakable entities. Group them by giving them the same names as you see fit. Func_breakable entities have a parameter which you can alter to make them invunerable to weapons fire, but you can still use triggers to break them. I can't remember off the top of my head what it's called as I don't have hammer with me right now. But it's pretty obvious.

Killing func walls will work too but they will literally just vanish and not break apart, doesn't look as satisfying.

/EDIT damnit, that post above this one wasn't there when I started writing this :P
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