RUST: How to make respawnable glass Last edited 1 week ago2019-11-09 10:44:54 UTC by Penguinboy Penguinboy

Have you ever wondered how to make respawnable glass in Half-Life or TFC? I have. I needed it for a map when I began mapping about 4 years ago... Now that I'm an advanced mapper I finally figured it out! (I'm not saying I was trying for 4 years to make respawnable glass or anything ... I have a real life!).

Respawnable Glass

To make respawnable glass, do the following:

1. First make a polygon with a glass brush
2. Tie the polygon to an entity - func_wall_toggle
3. Set the properties for the func_wall_toggle to:
Name: glass
Render Mode: texture
FX Amount: 90
4. Create a brush of a crack and put it over the glass so when it is shot, it breaks.
5. Tie the crack to and entity - func_wall_toggle with the following settings:
Name: glass
Render Mode: solid
FX Amount: 255
6. Create a brush of the AAA trigger texture and put it over the crack,
7. Tie it to an entity of button_target and set it's properties to:
Target: multiglass
Render Mode: solid (this will make it invisible)
8. Create the AAA brush over your button_target,
9. Tie it to an entity - func_wall_toggle and set to:
Name: glass
Render Mode: solid
Flags: Starts invisible
10. Create an entity: ambient_generic and set to:
name: glasswave
wav name: glassbreak3 (or other sounds)
Volume: 10
Start Volume: 10
Flags: Start silent, not looped, small radius
11. Create a multi_manager and set to:
Turn "Smart Edit" off and add the following with values of zero:
glass: 0
glasswave: 0
Add the following with values of 60 (or how long you want until the glass restores):
glass: 60
That should do it. Follow these instructions and your glass will constantly respawn when broken ... without having to call the repair_entity (that's a joke!)
This article was originally published on Gamedesign.net RUST.
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