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Developers Discussion => Mapping => Topic started by: fX8 on June 29, 2010, 05:48:47 PM

Title: "Breakable" model tutorial
Post by: fX8 on June 29, 2010, 05:48:47 PM
I'll just rename the topic and edit my first post. Here is the video with tutorial: http://www.youtube.com/watch?v=RkRhPogdnRM
I'm not good at making tutorials and this one is badly made. Anyway you should understand everything.
Would be nice if moderators could move this topic to the "goldsrc tutorials" and delete other posts.
Title: Re: Remove one object after other object is destroyed.
Post by: bloodsurfer on June 29, 2010, 08:50:53 PM
I am new to mapping. I want to make a model on my map disappear when a breakable object(like crate or something) is killed. Can someone,please, help me?
I haven't mapped in a long time, but isn't there a multi-target entity or something for that ?
Title: Re: Remove one object after other object is destroyed.
Post by: fX8 on June 29, 2010, 09:12:30 PM
I haven't mapped in a long time, but isn't there a multi-target entity or something for that ?
Don't ask me :D
I tried to make something myself,but it didn't work
Title: Re: Remove one object after other object is destroyed.
Post by: alcina on June 30, 2010, 06:50:24 AM
I haven't used the Hammer Editor in a long time either, but if my memory serves me correct there is a 'target' field in each game entity. What you want to do is set the Crate's target to the name of a Trigger or Multi-Manager you'll need to insert into the map. So when the crate is smashed, the Trigger will be activated. And then I think you can set the Trigger to 'kill' or 'destroy' the object you want to disappear by inserting it's name into the Triggers Target field.

If I had the time to research this a bit more I would get into specifics, but for now, since you're new to mapping you might want to check out these Web Sites which basically built my knowledge base on using the Hammer Editor.

TWHL    -    http://www.twhl.co.za/tutorial.php?cat=2
Halfwit2  -  http://www.halfwit-2.com/
Title: Re: Remove one object after other object is destroyed.
Post by: fX8 on June 30, 2010, 07:14:40 AM
Thank's for the links. You are right.But I made a trigger not to destry the model, but to make it transparent(tutorial for CS. you can make it visible next round by trigger).
And what the hell are those yellow things flying around my model? It happens when i move the "func_breakable" to the same position with "monster_furniture". They disapper when i move model a bit aside.
Title: Re: Remove one object after other object is destroyed.
Post by: alcina on June 30, 2010, 07:21:45 AM
Thank's for the links. You are right.But I made a trigger not to destry the model, but to make it transparent(tutorial for CS. you can make it visible next round by trigger).
And what the hell are those yellow things flying around my model? It happens when i move the "func_breakable" to the same position with "monster_furniture". They disapper when i move model a bit aside.

Ah the yellow dots that look like fire flies buzzing around your models. I'm pretty sure that happens when a model is inside another object such as the floor, wall, or a piece of furniture. Always make sure your model is not touching anything else. It will drop to the ground automatically when you compile the game.
Title: Re: Remove one object after other object is destroyed.
Post by: fX8 on June 30, 2010, 08:43:41 AM
But model HAS TO be inside a brush....No other ways no solve it?
Title: Re: Remove one object after other object is destroyed.
Post by: alcina on July 02, 2010, 09:21:48 AM
I don't think so. As far as I know having a model inside a brush is precisely what causes the floating yellow dots.
Title: Re: Remove one object after other object is destroyed.
Post by: fX8 on July 04, 2010, 08:56:26 PM
I don't think so. As far as I know having a model inside a brush is precisely what causes the floating yellow dots.
Why hl must be such an ass when it comes to mapping?...
Title: Re: Remove one object after other object is destroyed.
Post by: bloodsurfer on July 04, 2010, 09:15:02 PM
But model HAS TO be inside a brush....No other ways no solve it?
May I ask why ?
Title: Re: Remove one object after other object is destroyed.
Post by: fX8 on July 04, 2010, 09:22:25 PM
May I ask why ?
Because i want to make breakable models. I place "breakable_object" in the same place where model is. Seems like those dots apper even if 2 models are almost at the same spot >:(
Title: Re: Remove one object after other object is destroyed.
Post by: bloodsurfer on July 04, 2010, 09:49:20 PM
Because i want to make breakable models. I place "breakable_object" in the same place where model is. Seems like those dots apper even if 2 models are almost at the same spot >:(
SO you want model that gibs like any other monster in HL ?
Title: Re: Remove one object after other object is destroyed.
Post by: fX8 on July 05, 2010, 05:39:28 AM
SO you want model that gibs like any other monster in HL ?
Something like that. Please look in first post. I have a link to a video where you can see what i am talking about.
Title: Re: Remove one object after other object is destroyed.
Post by: bloodsurfer on July 05, 2010, 08:29:02 AM
Something like that. Please look in first post. I have a link to a video where you can see what i am talking about.
Cool, think you can post a tutorial or something ?
Title: Re: Remove one object after other object is destroyed.
Post by: fX8 on July 05, 2010, 04:48:43 PM
Cool, think you can post a tutorial or something ?
Edited the first post.
Title: Re: Remove one object after other object is destroyed.
Post by: bloodsurfer on July 05, 2010, 05:30:43 PM
Edited the first post.
Thank you, quite good tuto for a first try
Title: Re: "Breakable" model tutorial
Post by: Kruk on August 16, 2010, 05:49:58 PM
Nice tut ;] but i have a litle problem with monster_furniture.
As you know it always drops to the ground ;/ how to make it fly? (im using it for a siling prop).
And i can't use cycler because i need to change it sequences.
Title: Re: "Breakable" model tutorial
Post by: Barnz on August 19, 2010, 05:47:24 AM
put your non-solid model inside of a moving, invisible brush.
Title: Re: "Breakable" model tutorial
Post by: Kruk on August 19, 2010, 12:36:08 PM
put your non-solid model inside of a moving, invisible brush.

It dosnt work ;( the models are in func_breakable .
But i found an other way :> put the model above the ground in before exporting max (for all brake animations, dropping and none dropping).