How to destroy a model ingame ? Created 18 years ago2006-03-31 09:20:54 UTC by Raggy Raggy

Created 18 years ago2006-03-31 09:20:54 UTC by Raggy Raggy

Posted 18 years ago2006-03-31 09:20:54 UTC Post #171708
Recently I had this idea of exploding barrels, I have a great looking barrel model, I know 2 ways of placing it into my map. The problem is how to get the model disapear after the explosion. I made with a invisible breakable wall and set it to explode causing damage. I also placed a monster_gargantua to make it more funnier. After the place blows up, there is only the model left and I can walk trough it now that the invisible breakable wall is gone. Any ideas on how to make that model to disapear. I've tried every trick in my book :
Posted 18 years ago2006-03-31 09:30:56 UTC Post #171709
1st way: Kill it. Trigger a trigger_relay with the models entity name in it's KillTarget value.

2nd way: Hide it. Trigger an env_render with the options:

Target: <models entity name>
Render mode: Solid
FX ammount: 0
Daubster DaubsterVault Dweller
Posted 18 years ago2006-03-31 09:48:47 UTC Post #171710
Got it working. Thank you.
Posted 18 years ago2006-04-01 08:41:40 UTC Post #171846
Maybe you can use gibshooter and shoot some barrel gibs to make it more realistic too.
Posted 18 years ago2006-04-02 14:22:22 UTC Post #172067
Another question about the barrels. They now disapear and blow up with a neat effect, but if I wanted the barrles to respawn to the world lets say 2 minutes after they blow up. Meaning they would act as a monstermaker. Multimanager might be a solution but I'm not very skilled with that entity yet.
Posted 18 years ago2006-04-02 14:24:45 UTC Post #172068
Posted 18 years ago2006-04-02 15:48:43 UTC Post #172090
I still cant seem to get the model and the breakable to respawn by using a multimanager. I added their names and the values as time, what else do I need ?
Posted 18 years ago2006-04-10 20:20:03 UTC Post #173386
You must HIDE it, not killtarget it the first time. Killtarget removes it completely...
You must be logged in to post a response.