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Window health

Posted: Sun Jan 12, 2003 8:53 am
by [KreatoR]
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!

Posted: Sun Jan 12, 2003 9:10 am
by mohaa_rox
Try "health" "number".

Posted: Sun Jan 12, 2003 6:58 pm
by [KreatoR]
I did, i put "health / 25" ...then compiled and unloaded like 10 clips into it ...still didnt break... :?

do i put the "health" key/value in the func_window entity properties? or the scripted object entity properties?

thnx

Posted: Sun Jan 12, 2003 7:00 pm
by Angex
It should be added to the func_window, thats what you're trying to break. The script_object is the glass remains, which appears after its broken.

Posted: Sun Jan 12, 2003 7:04 pm
by [KreatoR]
ok, ill try it again, but thats what i did last time and it didnt work

Posted: Sun Jan 12, 2003 7:12 pm
by Angex
If it doesn't work try adding a trigger instead, and put the the health key on the trigger. You will then need to do some scripting for this, so try and get the other way to work first, its alot simpler :D .

Posted: Sun Jan 12, 2003 8:28 pm
by [KreatoR]
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

Posted: Sun Jan 12, 2003 8:32 pm
by jv_map
I'm sure it works - at least for me it does :? .

Posted: Sun Jan 12, 2003 9:27 pm
by [KreatoR]
nope :?

Posted: Mon Jan 13, 2003 1:46 am
by [KreatoR]
Anyone? please? Surgeon? Gen death? Innkeeper? :(

this suxorz :cry:

lol

Posted: Mon Jan 13, 2003 2:14 am
by (CG) Bob III
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. . .

Posted: Mon Jan 13, 2003 3:08 am
by [KreatoR]
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?

Posted: Mon Jan 13, 2003 12:35 pm
by Angex
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

Posted: Mon Jan 13, 2003 2:43 pm
by TheStorm
[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
YOU MUST select the func_window brush first!! You can't just press N and browse to func_window. The healt thing should 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

Posted: Mon Jan 13, 2003 8:28 pm
by (CG) Bob III
when doing a window, does the 3d func_ shape get squished to 2d, ignoring the other 4 sides?