breaking glass

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fps
Posts: 504
Joined: Mon Sep 26, 2005 9:54 pm
Location: in a magical land devoid of hope, happiness, and sanity.

breaking glass

Post by fps »

I am having trouble getting a glass window to play an explosion when it is shot and destroyed as a destroyable model.

The window itself dissapears and it plays the sound i gave it. there is an explosion entity in the level on the window but i must have it set up wrong. can anyone show me how to set this up properly?

the windows model name in the level = glassIntCheck
the name of the predefined explosion = GlassShatter


Thanks,
fps
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Juutis
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Joined: Thu Jan 12, 2006 12:46 pm
Location: Finland

Post by Juutis »

The manual, 'DestoyableModel':
This entity can be used as a trigger with its state being on if the model is alive and going off when the model dies. As well, this entity will generate a callback when it dies that can be used as a trigger via a LogicGate entity.
So... name the DestroyableModel entity 'window' and attach it to the window model (Model = glassIntCheck). Then add a LogicGate entity, name it 'window_break' and make its type '2'. Set TriggerName to 'window'. Type 2 means that when the window is destroyed and the trigger called 'window' goes off, the trigger called 'window_break' goes on.
Then select the Explosion entity and set TriggerName to 'window_break' and ExplosionName to 'GlassShatter'.

That should do it.. tell me how it goes. :)
Pain is only psychological.
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