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Source engine breakable props? | Locked | |
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Jan 25 2011 Anchor | ||
I have a prop_dynamic I would like to break into gibs when shot, but I do not see any options for health. Thanks. |
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Jan 25 2011 Anchor | |
use prop_physics -- Mist of Stagnation - A FPS/RTS based in a Steampunk world, built in DX11 with the UDK. |
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Jan 25 2011 Anchor | ||
The logs I want to break are not prop_physics models and do not render as prop_physics. Edited by: YamahaAlex37 |
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Jan 27 2011 Anchor | |
Name your log, then go to outputs (log's outputs), Click on add and set "OnTakeDamage", then make it target itself, then "Break". If it doesn't turn into gibs, just make an env_explosion trigger after it breaks What? It would be legit Edited by: macacos2 |
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Jan 27 2011 Anchor | ||
We encountered something like this in our programming of SG-N when we placed explosives on doors. Its a simple fix what engine are you using to make it? -- -Hope you dont mind the russian accent- |
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Jan 28 2011 Anchor | ||
Thanks guys. Macacos2, that didn't work with prop_dynamic, but i realized I could set those models to prop_physics_override, and did just what you said. I also used a On Break, log*, EnableMotion, to let the wall of logs collapse if one broke. J.Sheppard it's for HL2 Ep2, just a little practice with physics for a future mod I have planned. What would you guys say would be a reasonable amount of logs to have named on a map using this technique? One cabin I made had 8 logs on each side, so at possibly 40 logs per cabin would it be alright to have more than a few cabins? |
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Feb 16 2011 Anchor | |
-snip- Edited by: *Don* -- Mist of Stagnation - A FPS/RTS based in a Steampunk world, built in DX11 with the UDK. |
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