Respawn Fun_breakable

MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
<div class="IPBDescription">Is it possible?</div> Is it?

Edit: What I mean is, if I have a func_breakable, and its destroyed, is there a way to restore it?

Comments

  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    as far as i know, this is not possible using just a func_breakable.
    however, it could be simulated using a gib shooter, and a shootable button.
    when teh button is shot to mooves asside rapidly adn teh gib shooter is triggered making it look like you broke it adn teh it could be reset to the previous spot.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited February 2004
    <!--QuoteBegin-confused!+Feb 23 2004, 05:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (confused! @ Feb 23 2004, 05:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> as far as i know, this is not possible using just a func_breakable.
    however, it could be simulated using a gib shooter, and a shootable button.
    when teh button is shot to mooves asside rapidly adn teh gib shooter is triggered making it look like you broke it adn teh it could be reset to the previous spot. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I've faked it with a func_wall_toggle and gibshooter before, but I didn't even try to sync that to round reset (it could be done, but it's extra effort I didn't go into).

    EDIT: in my case I wanted the wall to break after 2 welds were done, so the amount of damage wasn't a factor... the button approach allows setting the amount of health to use before triggering.
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