I know that I can use 2 windows, one broken and one not, and set one entity active and the other unactive when a chair/something enters an area, but I was wondering if there was an easier way than that. Is that script automatically build into the game, or do I still have to write it the way I described above?
That's pretty much the way it was done in the campaign (i.e. activating and deactivating). However, it is possible to have the entity replace itself with a broken version of itself when it has 0 health, but that may have been intended for other objects (e.g. objects intended to be affected by gravity).
I have done this, you need the mb_window_noglass, found in entities/obstacles/mansionbase_window and the mansionbase_large_window_breakable found in entites/special/mansionbase_breakable. put the window inside the frame. No scripting needed
(03-03-2012, 11:27 PM)Vaelwing22 Wrote: [ -> ]I have done this, you need the mb_window_noglass, found in entities/obstacles/mansionbase_window and the mansionbase_large_window_breakable found in entites/special/mansionbase_breakable. put the window inside the frame. No scripting needed
I used this and it works well. Thanks!
No problem
