Posted 17 years ago2007-04-10 22:00:28 UTCPost #218650
What im trying to do is have my dynamite box trigger an explosion which then will break the glass. I placed an env_explosion where I wanted the explosion to happen. Then tied the box to func_button and set the target to my explosion it worked but didn't break the glass. So basically I dont want the glass to break when people shoot it only when it is triggered by the tnt box.
Posted 17 years ago2007-04-10 22:18:57 UTCPost #218652
You can use a multi_manager to set all this up. Just have the func_button trigger the multi_manager, and have the multi_manager timed so that it triggers the glass and the explosion at the same time. Triggering the glass will destroy it. You can also check a flag on the glass so it won't break unless it's triggered.
Posted 17 years ago2007-04-11 05:12:19 UTCPost #218680
Yeah, I guess I forgot about that. With a multi_manager though, you can set the glass to break just slightly after the explosion, which would be far more realistic. Just a thought.
Posted 17 years ago2007-04-12 23:09:13 UTCPost #218853
So pretty much what happens is when I test out the map in new game, I press the button everything works fine. Then when a new round starts the button doesnt work because I set it to -1. But also if I set it to say like 3 or 4 which resets it in 3 seconds. What I want is it to only explode once every round. Then restart itself every round to be blown up again.
Posted 17 years ago2007-04-12 23:49:00 UTCPost #218858
espen180 I saw your tutorial on how to reset entities but could you help me with it? I want only my button to work once a round. So I would make a muti_manager and name it reset_manager then in the same muti_manager I enter another key naming it the same as my button and put the value as 1?
Posted 17 years ago2007-04-13 07:17:15 UTCPost #218879
Yeah changing targets to nothing is often a good way to disable buttons. But don't use it for doors and trigger_once. If you don't know how to use trigger_changetarget check my tutorial!