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[CS:GO] Making func_breakable temporary invisible & non-collidable


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iGANGNAM
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Join Date: Sep 2012
Location: Lithuania
Old 04-10-2016 , 16:25   [CS:GO] Making func_breakable temporary invisible & non-collidable
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{
"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).
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Last edited by iGANGNAM; 04-10-2016 at 16:26.
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Neuro Toxin
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Join Date: Oct 2013
Location: { closing the void; }
Old 04-11-2016 , 05:29   Re: [CS:GO] Making func_breakable temporary invisible & non-collidable
Reply With Quote #2

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.
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KissLick
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Join Date: Nov 2012
Location: void
Old 04-11-2016 , 07:22   Re: [CS:GO] Making func_breakable temporary invisible & non-collidable
Reply With Quote #3

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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