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Respawning brushes???

Posted: May 31st, 2006, 6:42 pm
by Marshall
hi i made a glass map "Kd_Skycorpse" Download it here

But for version 2.0 , i want to make the glass respawn once destroyed (so i dont have to run it on s&d all the time for round restarts)...


is there any script that i can use to make the brushes re-appear after like 40 secs?


thanks

Marshall[/url]

Posted: May 31st, 2006, 7:52 pm
by Marshall
so how would i do that?

Posted: June 2nd, 2006, 8:22 pm
by Drofder2004
Without scripting... no idea.

Posted: June 2nd, 2006, 8:24 pm
by Guest
i dont mind scripting! :D

Posted: June 2nd, 2006, 8:24 pm
by Marshall
thats was me

Posted: June 3rd, 2006, 12:16 am
by |WW2Sniper|Simo Hayha
Why doesn't the glass break by grenade?

Posted: June 3rd, 2006, 9:11 am
by Marshall
probably cuz the trigger is so thin, that the grenade doesnt have enough inner trigger space to trigger it 8)

bak to topic please :P :P :P :wink:

Posted: June 4th, 2006, 12:41 pm
by Drofder2004
Scripting it will be a huge pain in the rear end....

You would have to create lots of script-brushmodels and that may cause gamestate errors (and RSI injuries from typing)

How are you currently making the glass break?
(Explain in detail)

Posted: June 5th, 2006, 9:51 pm
by Marshall
my method:-

1) create brush

2)convert to brushmodel

3) type values:-

Code: Select all

Key: script_exploder

Value: 200
4) create trigger over the brushmodel

5) texture it with trigger!

6) convert to trigger>damage

7) type in following values:-

Code: Select all

Key: script_exploder

Value: 200
8) Create after brush

9) convert the brush to brushmodel

10) type in following values:-

Code: Select all

Key: script_exploder

Value: 200

Code: Select all

Targetname:

Value: exploder

ok drofdey? :D


Marshall

Posted: June 5th, 2006, 10:45 pm
by Drofder2004
Ok, I have come up with an idea that may or may not work.
I will test it now and if I get it to work, I will post it.