specific weapons Created 19 years ago2005-03-10 15:02:11 UTC by mustang67 mustang67

Created 19 years ago2005-03-10 15:02:11 UTC by mustang67 mustang67

Posted 19 years ago2005-03-10 15:02:11 UTC Post #96181
is it possible to make a "func_breakable" only take damage from a specific weapon. grenades for example.
Posted 19 years ago2005-03-10 15:25:10 UTC Post #96185
No. that is only possible in source.
Posted 19 years ago2005-03-10 15:26:15 UTC Post #96186
Some time I read something about it, but I am not certain about it possible being... :P
Posted 19 years ago2005-03-10 22:35:12 UTC Post #96286
how bout thoes gargs in Half-life. only grenades, satchels, and the gloun gun could hurt them.....and the tanks u have to shoot them with rpg or use grenades or some other explosive. how does that work
Posted 19 years ago2005-03-11 17:30:58 UTC Post #96402
Code changes ;)
Posted 19 years ago2005-03-11 20:12:43 UTC Post #96427
i think i solved my own problem.....i just need to find out how much damage a grenade does.

What im thinkin is, put tinny func_breakables on the object you want to break with a grenade. They are so small that it would be imposible to hit with a gun, but an explosion would do the trick. Then when 1 or more are destroyed it triggers to break the main structure. :
Posted 19 years ago2005-03-12 10:20:06 UTC Post #96477
Nice idea.

Weapon damage is defined in skill.cfg in your pak file or gcf file.

Grenades do "100" at all skill levels.

But: sometimes a grenade bounces off, and lands further away, and only does 80, 90 or 40 damage (depending on distance)
Posted 19 years ago2005-03-12 10:43:15 UTC Post #96484
In Day of Defeat they created a weapon specific option e.g. a bazooka ore a grenade. I think they coded it in, just as they did wiht spirit.
Posted 19 years ago2005-03-12 11:11:08 UTC Post #96488
Make a fun breakable around the thing you want broken.

Make it, in the flags or some other options, explosives only.

Then make that trigger the entity you want broken.
Luke LukeLuke
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