Erik The Born
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RE: [SCRIPT] Breakable Door
(03-24-2013, 09:14 AM)Knusper. Wrote: You need to have new names for the variables.
like: AddLocalVarInt("BreakDoorInt2", 1);
Thats why you seem to have to hit it infinity times.
I dont see more mistakes...
edit:
if(GetLocalVarInt("BreakDoorInt") == 2)
{
PlaySoundAtEntity("", "break_wood_metal.snt", "Pieces_3", 0, false);
SetPropHealth("BreakableDoor_2", -1);
AddPropImpulse("BreakableDoor_2", 0, 0, -0.5, "world");
}
PlaySoundAtEntity("", "break_wood.snt", "BreakableDoor_2", 0, false);
AddLocalVarInt("BreakDoorInt", 1);
CreateParticleSystemAtEntity("", "ps_hit_wood", "BreakEffect_1", false);
CreateParticleSystemAtEntity("", "ps_hit_wood", "BreakEffect2", false);
}
Why do you have both effects here?
You made that three times in your script.
I think its wrong, you just need the effect on the door where you hit
Ok I seem to be able to hit all the doors but... When I hit one of the doors I see particle effects and all that but when it breaks the door isnt broken! Instead Another door is broken. If I try to break that door it will do the same but it wont break any door at all. Whats wrong?
(03-24-2013, 11:55 AM)The chaser Wrote: *ehem*
Guys, you are complicating yourself. It's not hard to make a breakable door. With the sledge:
Make a area which fits the door, called, for example: AreaThatIsInTheDoor
void OnStart()
{
AddEntityCollideCallback("Sledge", "AreaThatIsInTheDoor", "Break_dammit", true, 1);
}
void Break_dammit (string &in asParent, string &in asChild, int alState)
{
SetPropHealth("DoorToBreak", 0); ///This will destroy it
SetPropHealth("DoorToBreak", 10); ///This will make it very destroyed but still in it's place
SetPropHealth("DoorToBreak", 40); ///This will crack it
CreateParticleSystemAtEntity("", "ps_hit_wood", "AreaThatIsInTheDoor", false);
////Choose between these to have your breakable door
}
I choose between the Health values? Why dont you make it so first hit it has 40. Second 10, and finally 0?
(This post was last modified: 03-24-2013, 12:08 PM by Erik The Born.)
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03-24-2013, 12:05 PM |
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