Rocket Only Breakables - i got it!

02-11-2006, 01:18 PM
ok, so we've wanted to figure out how to mek rocket-only breakables right? well I think ive figured it out:

- Make your breakable object, Im using a fence.

- Set it up as a func_breakable. now, set it up however you like, there are only 2 fields you need to worry about

- The first is the strenght, a rocket does 125 damage roughly, so if you want one rocket to break it, set it to about 125, if you want 2 rockets, then set it to about 250, and so on.

- The second field is "Min Danage to Hurt", since, NO other gun does as much max damage as the rockets, just set it as the rockets damage (roughly 125 on a dead on hit, always more, if its a near miss then its less)

BOOM! (hehe) only the rockets will break it!

I tested it out, the K98 wont break it, the snipers wont break it, the grenades wouldnt even break it! (at least for me they didn't)

I know, its not that great of a temp. fix, but it works!

and i just got an idea for objectives!!! ACK! ima post a new thread if it works

02-11-2006, 03:01 PM
Thats awsome PanFrie, Sometimes I think custom map makers are way better then valves. This is one of those times. What I mean is I don't think of valve as being CREATIVE!!! You know valve could make some very bad a** maps, Are they even trying?? Not trying to slap Valve, just saying that everyone on this forum that does custom maps is very damn good at what they do. They should work for valve to create source maps and make the game better LMAO!!!

02-11-2006, 04:10 PM
It's all good, though. Valve makes the game solid, and the custom mappers support the community. It's beautiful. It's symbiotic. It's been that way since the beginning of HL mods.

So Valve makes the game, the custom mappers make the maps, Barry Manilow writes the songs, and we drink the beer out of his empty head.


02-11-2006, 04:42 PM
....already did this in my map a week ago.

But nice job!! :)

02-11-2006, 04:58 PM
well you never told nobody :-P

02-12-2006, 12:55 AM
nice found ! ;)

Grand Architect
02-12-2006, 03:04 AM
with a filter_damage_type point entity you can filter only blast damage (rockets and grenades) to work on the breakable brush by pointing to the filter in the damage filter field of the breakable entity. So guns and knifes will not damage it only blast damage will.

02-12-2006, 05:35 AM
Originally posted by PanFrie
well you never told nobody :-P honestly I thought people already figured it out since it *is* like.. right in the properties.... :p ;) :)

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