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[Solved] EnableBreakable Function?
Strembitsky Offline
Senior Member

Posts: 254
Threads: 37
Joined: Feb 2012
Reputation: 3
#1
[Solved] EnableBreakable Function?

I have a window where you can break it, but it is currently set to DisableBreakable. I want it to enable the break-ability after you examine the window first. (I already set up the examine callback)

The Nightmares v1.0 - Dreadful Fires WIP
(This post was last modified: 03-04-2012, 09:07 PM by Strembitsky.)
03-04-2012, 07:43 PM
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JMFStorm Offline
Member

Posts: 205
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Joined: Aug 2011
Reputation: 28
#2
RE: EnableBreakable Function?

Im not 100% sure are we talking about the same window entity, but only way to get the window breakable after examination goes something like this: there are three kinds of window entities on this one: "mansionbase_large_window_breakable.ent", "mb_window.ent" and "mb_window_noglass.ent".
You have only the mb_window.ent active first. Your script goes something like this:
void Examination (string &in asEntity)
{
SetEntityActive ("mb_window.ent", false);
SetEntityActive ("mb_window_noglass.ent", true);
SetEntityActive ("mansionbase_large_window_breakable.ent", true);
}
There's a minor visual change in the glass but maybe you just could add there some kind of glass break sound to cover it up.

03-04-2012, 08:16 PM
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Strembitsky Offline
Senior Member

Posts: 254
Threads: 37
Joined: Feb 2012
Reputation: 3
#3
RE: EnableBreakable Function?

It worked perfectly, with no awkward visual change. Thanks!

The Nightmares v1.0 - Dreadful Fires WIP
03-04-2012, 09:07 PM
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