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Breakables.


DigitalNapalm

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I was trying to board up an area with breakable planks. How do we go about this?

 

We do not have breakabe planks yet. Technically, it could be setup so that the plank breaks, but we don't have "partly broken planks", so it couldn't realistically break into pieces.

 

You could create the pieces in the editor, then assemble them into complete "planks", put them into place and give them "health" "1", then when they die, trigger a script that replaces the complete piece with a few "broken" parts.

 

It's doable, but a lot of fiddle work.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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We do not have breakabe planks yet. Technically, it could be setup so that the plank breaks, but we don't have "partly broken planks", so it couldn't realistically break into pieces.

 

You could create the pieces in the editor, then assemble them into complete "planks", put them into place and give them "health" "1", then when they die, trigger a script that replaces the complete piece with a few "broken" parts.

 

It's doable, but a lot of fiddle work.

 

1) If I don't have a broken model, then I assume it won't ever break...right?

2) Does it actually save the converted func_static models somewhere so I can point to them, or will I have to create the broken pieces in the void, then point to the func_static (converted brush) of <assigned_editor_modelname> for when the plank breaks?

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