Glass Created 16 years ago2007-12-15 07:24:56 UTC by S.O.T.E. S.O.T.E.

Created 16 years ago2007-12-15 07:24:56 UTC by S.O.T.E. S.O.T.E.

Posted 16 years ago2007-12-15 07:24:56 UTC Post #241012
I'm making a cs1.6 map and it seems that any glass i make (func_breakable >material: unbreakable glass) can still be broken by throwing a grenade at it. How do i change this???
Posted 16 years ago2007-12-15 07:48:55 UTC Post #241013
Is this glass is going to be an unbreakable one, if yes, then make it with func_wall or with func_breakable, but in this case the 'strenght' value need to be high, like 99999.
Posted 16 years ago2007-12-15 08:11:48 UTC Post #241016
The problem still be with these options of func_breakable, 'material' unbreakable glass and 'strenght' 99999... :nervous:
Just make it as a simple func_wall...
Posted 16 years ago2007-12-15 09:19:14 UTC Post #241019
OR you could make it func_breakable and select "unbreakable glass" (or whatever it is called) Instead of just glass in the materials selection.
If you select this, it will not matter what you put into the strength field, it will be unbreakable anyways.
Madcow MadcowSpy zappin my udder
Posted 16 years ago2007-12-15 09:37:40 UTC Post #241020
Yes u are right but throwing the grenade is breaking it, I tried it myself... :zonked:
Posted 16 years ago2007-12-15 10:02:06 UTC Post #241023
make it a func wall.
the render mode is the same.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-16 09:11:57 UTC Post #241183
Haha Redka, yeah i know it pisses you off right?
Stupid thing says "unbreakable" and even a smoke grenade breaks it...
Well, I'll use a wall instead. Thanks!
Posted 16 years ago2007-12-16 18:11:45 UTC Post #241229
Weird bug.

The material field is supposed to be just for what kind of gibs are shot out when the brush breaks, right?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2007-12-16 18:13:21 UTC Post #241230
It's a classic CS bug. There's nothing you can do, sorry. Go with a func_wall, but if you want the glass-crack bullet decals then you're out of luck.
Posted 16 years ago2007-12-16 18:17:48 UTC Post #241231
Oes do it dictates what decals are used? Makes sense cool, didn't realize that. Does the material thingy do control anything else?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2007-12-16 20:11:16 UTC Post #241248
As far as I knew, the material controls:
-the sound of breakage,
-the sound of the gibs hitting the ground,
-which gibs it has,
-the transparency of the gibs. e.g, using the material "glass", but using the "catwalkgibs.mdl" gibs will make the catwalk gibs look transparent (along with the rest of these),
-the decal of the hit.
Posted 16 years ago2007-12-17 01:50:28 UTC Post #241309
Sad, well maybe if I have too much time on my hands, I'll go and mess around with the entities till i get a nice glass that is really unbreakable. Meanwhile, I'll stick to my func_wall.
Posted 16 years ago2007-12-17 03:16:53 UTC Post #241313
cant a breakable be set to only break when triggered, but dont trigger it?
Posted 16 years ago2007-12-17 03:35:50 UTC Post #241315
hmm, ok I'll try.
Posted 16 years ago2007-12-17 12:15:32 UTC Post #241341
Could you maybe manually add "material" flag to a func_wall to get the effects?
Captain Terror Captain Terrorwhen a man loves a woman
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