Detecting func_breakable destruction. & Create breakable func_pushable.
Dears friends : i have some trouble about detecting func_breakable destruction.
I want to do this : When a player is breaking a windows (or other func_breakable), it trigger a event (function). Currently i use a loop task that checking func_breakable health and start a function if under 0.Work fine, But server laaaaaaggg (task set to 0.3s). Other request how to doing a func_pushable that a player can break ? (like sit in cs_estate) :mrgreen: Thank you ! |
Re: Detecting func_breakable destruction. & Create breakable func_pushable.
No body can help me ? :mrgreen:
|
Re: Detecting func_breakable destruction. & Create breakable func_pushable.
Post your 'loop code';
To make func_pushable breakable, set spawnflags to 128 (I'm not sure if you'll have to respawn this entity in each round). |
Re: Detecting func_breakable destruction. & Create breakable func_pushable.
Nice work fine !!! Thx !
But how to block "Enter key", to avoid push bug (fast speed on the map for the player and object ?) :p |
Re: Detecting func_breakable destruction. & Create breakable func_pushable.
Hello :)
No issue for my problem ? |
Re: Detecting func_breakable destruction. & Create breakable func_pushable.
couple things:
1) post your whole code like was asked already 2) stop double posting and bumping your code that makes people not want to help you 3)JUST WAIT |
Re: Detecting func_breakable destruction. & Create breakable func_pushable.
Code:
As far as I know, registering a think doesn't lag the server very much if at all. And of course if you don't want to use the evil, despicable, dreaded, hellspawn, engine module (or at least that's what everyone else thinks), I can show you how to do this with Fakemeta as well. As for actual functionality, hopefully a think gets called when the breakable is at or below 0.0 HP. In fact, I think a special one is called when it dies, so this should work. |
Re: Detecting func_breakable destruction. & Create breakable func_pushable.
XxAvalanchexX, i love you lol :mrgreen: :mrgreen: :mrgreen:
Karma for you !!!! Edit : Why FakeMeta is better than Engine ? :mrgreen: |
Re: Detecting func_breakable destruction. & Create breakable func_pushable.
func_breakables use as overridden takedamage..
temporary entity 108 (TE_BREAKMODEL) is only used when a breakable "died" maybe you can do something with this info btw i found this in HLSDK (dlls/func_break.cpp) XxAvalanchexX his way should work to |
Re: Detecting func_breakable destruction. & Create breakable func_pushable.
Quote:
|
| All times are GMT -4. The time now is 04:53. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.