[CS:GO] Making func_breakable temporary invisible & non-collidable
{
"model" "*289" "targetname" "obsidian" "spawnflags" "1" "rendermode" "0" "renderfx" "0" "rendercolor" "255 255 255" "renderamt" "255" "propdata" "6" "pressuredelay" "0" "physdamagescale" "1.0" "PerformanceMode" "0" "origin" "-752 324 16" "nodamageforces" "0" "minhealthdmg" "0" "material" "2" "health" "1" "gibdir" "0 0 0" "fadescale" "1" "fademindist" "-1" "explosion" "0" "ExplodeRadius" "0" "explodemagnitude" "0" "ExplodeDamage" "0" "disableshadows" "0" "disablereceiveshadows" "0" "_minlight" "0.0" "classname" "func_breakable" "hammerid" "5790" } What I need to do to make it temporary invisible (complete vanish from map)? I mean if I wanted to I would be able to convert it back to normal. (looking which thing I need to edit, I can't find answer on google). |
Re: [CS:GO] Making func_breakable temporary invisible & non-collidable
A func_breakable is compiled into a map.
The light faces cant be edited in realtime. As a mapper you can use a template entity to force such entities to spawn when required. My advise: compile your map using a template system. |
Re: [CS:GO] Making func_breakable temporary invisible & non-collidable
Try to play with renderamt and try SDKHooks for collisions.
Or you can try to teleport the entity out of the map if you need to temporary remove it. |
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