Submitted by
Gard on Mon, 2004-03-08 02:34.
Half-Life
How to make respawnable glass - by Koga73
Have you ever wondered how to make respawnable glass in half-life or tfc?
I have. I needed it for a map when I began mapping about 4 years ago... Now that I'm an advanced mapper I finally figured it out! (I'm not saying I was trying for 4 years to make respawnable glass or anything ... I have a real life!).
Respawnable Glass
To make respawnable glass, do the following:
- First make a polygon with a glass brush,
- Tie the polygon to an entity - func_wall_toggle,
- Set the properties for the func_wall_toggle too;
name: glass
render mode: texture
fx_amount: 90
- Create a brush of a crack and put it over the glass so when it is shot, it breakes.
- Tie the crack to and entity - func_wall_toggle;
name: glass
render mode: solid
fx_amount: 255
- Create a brush of the AAA trigger texture and put it over the crack,
- Tie it to an entity of button_target and set it's properties too;
target: multiglass
render mode: solid (this will make it invisible)
- Create the AAA brush over your button_target,
- Tie it to an entity - func_wall_toggle and set too;
name: glass
render mode: solid
under flags, check: starts invisable.
- Create an entity: ambient_generic and set to;
name: glasswave
wav name: glassbreak3 (or other sounds)
volume: 10
start volume: 10
under flags check:start silent, not looped, with small radius
- Create a multi_manager and set too;
properties: click - smart edit
add the folowing with values of zero:
glass: 0
glasswave: 0
add the folowing with values of 5 (or how long you want until the glass restores)
glass: 60
That should do it. Follow these instructions and your glass will constantly respawn when broken ... without having to call the repair_entity (that's a joke!)
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