Making a door/wall destroyable by zook only? [source]


dart
12-25-2005, 12:43 PM
Heya, i've set up func_breakable's and tried out func_physbox and I like func_breakable more, seems to be working the best, I changed the mindamage to 130, but that's no good since not only a bazooka would destroy it, a grenade can as well.

Anyone know how to make this a bazooka destroyable object only?
Thanks.

I've looked at all the tutorials, cant really find a one for bazooka based only though.

Dark Nation
12-25-2005, 01:24 PM
Since the DoD FGD isn't out, I don't think they have any damage filters, I could be wrong. Perhaps when the FGD comes out there'll be some sort of filter entity that can be zookas only.

ultranew_b
12-25-2005, 01:30 PM
Can you not just increase the mindam for now? To a number which would require more than 1 or 2 shots. Lame - O, yes, not much else to do though, for now anyway. :(

dart
12-25-2005, 02:43 PM
Yeah, I had a feeling it couldn't be done yet. :o

But the mindamage works different, if it's any less than the ammount damaged in one shot the second shot will be just like the first, I could turn down the health of the breakable object a bit but that would make it so any weapon could break it. :(

If the official SDK isn't out soon, i'll probably just leave the wall breakable by zooks/grenades, after all it could be pretty neat!

Someth|ngW|cked
12-25-2005, 06:55 PM
The FGD is out with the beta SDK . . .

But there are no bazooka or nade only filters for the breakables for some reason

The FGD for dod retail was the best, it allowed for nice weather fx without any hassle and all of the specific triggerables

I hope they add the weather fx controls back into the info_doddetect for source . . .

dart
12-25-2005, 09:34 PM
Yeah wicked I noticed the weather controls were missing from the infodetect as well. :/

I remember the old HL1 version having the bazooka filters, so when I didn't see them I figured either I was missing something, or they haven't been implemented.

prone ranger
12-28-2005, 09:37 PM
if by weather controls you mean rain/snow, then they are in the beta sdk/fgd
but now they are brush based entities.

create a brush to cover the area you want rain/snow in and tie it to an entity then in its properties, select func_precipitation and choose between rain and snow.

Someth|ngW|cked
12-30-2005, 08:04 PM
Originally posted by prone ranger
if by weather controls you mean rain/snow, then they are in the beta sdk/fgd
but now they are brush based entities.

create a brush to cover the area you want rain/snow in and tie it to an entity then in its properties, select func_precipitation and choose between rain and snow.

Yeah i kow that but they look like crap

Back in the hl1 based dod the weather was controlled by the info_doddetect so it was point entity based and the particle system was much more robust

I still have yet to see such a robust particle system in a source engine game, the particle entities are pretty lame and there is no really nice solution for weather fx right now, the brush based entity for them is very old school and cnanot be used in large maps because there is no particle fall off distance when inside the brush

I just hope that the dod team puts their coding skills to good use and gives the comunity some nice entities to work with again

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