[Solved] Breaking A Window - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: [Solved] Breaking A Window (/thread-13734.html) |
[Solved] Breaking A Window - Strembitsky - 03-03-2012 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? RE: Breaking A Window - Your Computer - 03-03-2012 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). RE: Breaking A Window - A.I. - 03-03-2012 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 RE: Breaking A Window - Strembitsky - 03-04-2012 (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 neededI used this and it works well. Thanks! RE: [Solved] Breaking A Window - A.I. - 03-04-2012 No problem |