Blowing up a Bridge

02-28-2005, 03:52 PM
how can i make a bridge that is going to blow up? i want it to take 2 charges, and after i place the charges, i want a model to apear on the wall. after the first charge, i want part of the support to blow up, then the second will break more off of it...

this is gonna be one hell of a tutorial...

02-28-2005, 07:11 PM
func_breakable (the first part of the bridge)
explosive damage: 100
target on break: bridge-counter
trigger when tnt is set: point this at a "countdown" sprite to get the 5-4-3-2-1 sprite (cant remem the name of it) or a game_text entity to spell out "tnt is set on the bridge!" or whatever
tnt group name (if used): tnt
delay before break with tnt: 5
material: wood (or metal)-this is for the gibs
flags: '-object cap only' should be ticked as well as whichever team u want
all other settings can be left at default

entity 2
func_breakable (the second part of the bridge)
same as entity1

dod_object {the tnt}
object name: the tnt
group name: tnt
make several of these

game_counter (this will alow either piece to be blown first)
limit value: 2
name: bridge-counter
flags: '-reset on fire'
target: a dod_point_relay (if u want it to cap a flag) or
a dod_score_ent (if u want it to win the map)

trigger this at round start to reset the counter in case the other team wins or the timer expires with the bridge half-blown

you could also trigger a whole variety of other doo-dads at any step along the way, for instance maybe several other smaller func_breakables are set off by the first (this is a good way to get a metal and wood breaking sound, and gibs)

note:i may have forgotten something in there

02-28-2005, 08:37 PM
sweet, that shuold do for now. thanks alot!

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