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Micky2003
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Windows

Post by Micky2003 »

The windows i have break ok but the full window disapears :evil:
How can i do the windows so the glass breaks but the window frames still there,

Like on bridge hotel windows.
seere
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Re: Windows

Post by seere »

Micky2003 wrote:The windows i have break ok but the full window disapears :evil:
How can i do the windows so the glass breaks but the window frames still there,

Like on bridge hotel windows.
When you have selected "function window" bring up the entity manager (N) and make sure you tick " window_broken_ block"
That will stop it dissapearing for you.
Seere.
Micky2003
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Post by Micky2003 »

Just so im clear on this...I have 1 window frame texture and 1 broken as my window, both are selected when i add func_window then i tick WINDOW_BROCKEN_BLOCK in the entity bock.

If this is correct then i must be doing summit wrong cause the window still disapeares after shooting it. :oops:
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-[D.S.M.]-M00NiW00Ni
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Post by -[D.S.M.]-M00NiW00Ni »

ok, make one window_frame and one Window_broken brush.
Click on the Window_frame brush only and make it to a "func>window" , press up "n" and check the "WINDOW_BROKEN_BLOCK", This makes it a solid object. add " key/value = target/brokewin1 "
That was the WINDOW_FRAME!!!!

up to the WINDOW_BROKEN!!!!
the "WINDOW_BROKEN" must have the same dimnsions, then the "WINDOW_FRAME", ok, make the "WINDOW_BROKEN" to a
"script>object", press "n" and add "key/value = targetname/brokewin1"
and "key/value = health/100". A blue line would connect the windows now, place the "WINDOW_BROKEN" (the script>object) on top of the "WINDOW_FRAME" ( the func>window), then it would work!
:D i hope it will help!
MooniWooni!
Micky2003
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Post by Micky2003 »

Thx alot m8 :D works a treat
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-[D.S.M.]-M00NiW00Ni
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Post by -[D.S.M.]-M00NiW00Ni »

No problem! 8-)
It's my job and i hope we see us in the contest! Muahahahahahah!
MooniWooni!
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tltrude
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health

Post by tltrude »

The func_window is the one you add the health to. Although, it already has health by default. Also, the script_object window (the broken one) does not have to sit in the same space as the func_window. It will automattically pop into the opening. It is more convenient to place it outside and above the func_window. The two textures must match exactly, or the texture will "jump" when the window is broken.

Setting "blocked" has nothing to do with the func_window breaking. It is an option that stops or allows players to walk through the broken window. Your script_object window can be made of more than one brush. So, you can, if you wish, remove the center to make it look even more broken--use nodraw texture on the edges.
Tom Trude,

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-[D.S.M.]-M00NiW00Ni
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Post by -[D.S.M.]-M00NiW00Ni »

oh, thx for correction, i dont know this.... :oops:
lol
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blue60007
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Post by blue60007 »

There is also a tut here at .map
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