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.
<!--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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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.
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.