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Full Version: [SOLVED] destroyable brushes?
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At the moment i try to make a map and I want to make a brush that can be destroyed by shooting.

Furthermore it should leave fragments if it gets destroyed.

I found func_breakable but if i use it the brush only disappears when i shoot on it.

There are some keys which could work but i dont know how to use them :o.

Is it even possible to make fragments in n....z (with netradiant)?

Can someone help me Smile?

Sry for my failenglisch ^^
no ideas? Sad
hmmm I wish I knew also Smile
hmmm
if i use the key debris
a colored cube falls down :o

then i made some func_walls and named them piece... (with targetname)

key: debris
value: piece

but its still only a cube... <_<


fail D:
Uh, don't you need to use a model path in the .debris key?
(07-15-2010, 04:10 AM)Mr. Bougo Wrote: [ -> ]Uh, don't you need to use a model path in the .debris key?

Idk xD im a noob Smile
what is a model path and where can i get it o.o?
but yes a path seems to be better instead of only "piece" ^^
models/rocket.md3 for example... I don't know, read the documentation for the .debris key.
I read it about 20 times yesterday...
I dont understand it :o.
but thanks for your help.
debris: names of debris models to show when destroyed, separated by spaces

<_<
i did that :o
Well, use full paths obviously, it can't know where to find the model if you don't tell him. Tongue

So, my example is correct, models/rocket.md3 will make the debris rocket models. Don't use that example in your map though, that's an awful idea Tongue
Is models/rocket.md3 a proper path? Isn't this relative to xonotic root? Or is it relative to the data pk3dir?
Relative to data. QC can't access anything outside of the data directory.
k ty =D