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 ;)
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 ;)