tutorial: blowing up models with bazooka


Quakah
04-27-2003, 12:40 AM
Ok, first of all, there are many other ways to do this but i know a lot of you mappers want to use this and this actually worked for me so:

entities to use:
2x env_model
4x env_render
1x multimanager
1x func_breakable
1x env_explosion

first let set up the env_model

this is the intact one, i'll use an 88 for this:
name: 881 (to trigger it to the multimanager and env_render)
modelname: 88flak.mdl

now we take the 2nd env_model
this is the destroyed one
name: 882 (to trigger it to the multimanager and env_render)
modelname: 88flak_destroyed.mdl

now let's set up the env_render

the 1st env_render for the intact one:
target: 881
render mode: normal
fx amount: 0

the 2nd env_render for the destroyed one:
target: 882
render mode: texture
fx amount: 0

the 3rd env_render for the intact one to disapear:
name: render3 (to trigger it to the multimanager)
target: 881
render mode: texture
fx amount: 0

the 4th env_render to make the destroyed one appear:
name: render4 (to trigger it to the multimanager)
target: 882
render mode: normal
fx amount: 0

the func_breakable, use this to clip your intact model. Use the {blue texture from your halflife.wad:

target on break: multi1 (to trigger the multimanager)
material type: metal
explode magnitude: fill in a number: i suggest 100
render mode: solid
render fx: 255 (to make it transparent and not viewable)

check flags: bazooka only

env_explosion (to make an explosion)
name: expl1 (to trigger it)
explode magnitude: 100

multi manager:
name: multi1

now turn on smart edit and fill in these numbers manualy
key: expl1 value: 0
key: render3 value: 0
key: render4 value: 0

well, this should do, it did with me, offcorse there are other ways but this is just my way so enjoy it ;)

04-27-2003, 01:11 AM
just to clean up your entity #'s you dont need to use env_renders to set the normal apperance of the models. just set it in the entity and use env_renders to alter it. ( i wouldnt bother typing this cept for the fact HL has entity limits and a couple here and there add up to a lot.)

NC17
04-27-2003, 01:56 AM
Why go through all that complicated mess when you can just tie the rep models to the obj entity . . .

Quakah
04-27-2003, 02:35 AM
because in this case it isn't a obj

tommy14
04-29-2003, 12:47 PM
Originally posted by Quakah
Ok, first of all, there are many other ways to do this but i know a lot of you mappers want to use this and this actually worked for me

somebody got a copy of DoD 2 to test bazookas with already? drool....

Quakah
04-29-2003, 02:05 PM
*Sigh* I just made that tutorial except with the flag ticked on: bazooka only. So when i shoot with a weapon it gives the same effect as if you'd do the same with the bazooka. Dificult he?

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.