Window health
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Window health
I cant figure out how to set the health for my windows... i want them to break with about 3 shots and I want nades to crash right through them.
If some one could tell me how to set it and maybe even a good health value that would be awesome!
thnx!
If some one could tell me how to set it and maybe even a good health value that would be awesome!
thnx!
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(CG) Bob III
- Lance Corporal
- Posts: 24
- Joined: Sun Jan 12, 2003 9:04 pm
maybe ..
did you have the func_window thingy selected in the editor when you changed this? the entity window was doing some strange things when i was trying to set two different colored lights - id have one selected but when i changed it they both changed. . . if you look at the specific window that wont break ( or all of them) do they have health 10? if you can tell. . .
did you have the func_window thingy selected in the editor when you changed this? the entity window was doing some strange things when i was trying to set two different colored lights - id have one selected but when i changed it they both changed. . . if you look at the specific window that wont break ( or all of them) do they have health 10? if you can tell. . .
I just noticed that when i select a window with the entity properties box open... it goes to the properties of a script_object instead of func_window ...or is it supposed to do that? and each one has a different target name that i never assigned to it: t1, the next one is t2, and the next is t3, and so on... are they supposed to automaticly do that when you copied them from the one you made? cause I made one window then just copyied it (both the func_window and script_object together) and pasted it for the other windows ... your supposed to do that right?
If your getting confused about whats what, which targetname refers to which window, its probably best to delete them all and start again !
You could try making it this way;
1. Create a brush the correct size for the window, clone it (space bar - default), then texture one with a window texture, the other with a matching broken window texture.
2. Select the non-broken window brush, press n, double click func_window then add the following keys/values;
Key: target
Value: broken
Key: health
Value: 25
3. Select the broken window brush, press n, double click script_object then add the following keys/values;
Key: $targetname
Value: broken
You could try making it this way;
1. Create a brush the correct size for the window, clone it (space bar - default), then texture one with a window texture, the other with a matching broken window texture.
2. Select the non-broken window brush, press n, double click func_window then add the following keys/values;
Key: target
Value: broken
Key: health
Value: 25
3. Select the broken window brush, press n, double click script_object then add the following keys/values;
Key: $targetname
Value: broken
YOU MUST select the func_window brush first!! You can't just press N and browse to func_window. The healt thing should work![KreatoR] wrote:ok, am i doing anything wrong cause its not working....?![]()
i push N to bring up the entity properties... then find func_window in the list... select it and in the key/value boxes i type health/10 ("health" for key, and 10 for "value" ...then compile and play... and it doesnt work
"debristype" sets the type of debris to spawn from the Window.
Valid values are from 0 - ?. Default is 0
0: clear glass Window
1: colored glass Window
"health" sets the Window's health. Default is 250
"spawnitems" is a list of items to spawn when the Window is destroyed.
"target" is the targetname of the script_object to use as the broken version of the window
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(CG) Bob III
- Lance Corporal
- Posts: 24
- Joined: Sun Jan 12, 2003 9:04 pm
