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// BreakableDoor_1 == Mansion_1 door
// Pieces_1/2 == custom Mansion_Broken made static and undying (-1 lifetime)
// Pieces just behind the door, the ImpactArea veeery close to BreakableDoor_1.
// Sledgehammer= Item used to destroy it.
// BreakEffect areas are on BreakableDoor_1
Copy-Paste mansion_broken.ent and rename it to mansion_broken_static
Open mansion_broken_static with a text editor
Find and replace the value 4 with -1
Open HPL, there should be another entity named Mansion_Broken_static and voilà, you have door pieces that don't fade. Check the STATICPHYSICS box and you're done.
In the video I've placed two mansion_broken_static entities right behind the door.
(This post was last modified: 09-26-2012, 02:41 PM by Vic7im.)