Breaking Glass that Comes Back
ASSUMPTIONS:
This tutorial assumes you know how to make a mover and
set it up with a trigger. If you don't, I suggest reading the trigger tutorials
on unrealed.net.. This is a nice thing to have in DM games for fun. I don't know
why some people I've talked think its dumb but i think it was one of the funnest
parts of DM games in GoldenEye (n64). Another note if this looks like the
Exploding wall tutorial.. well... it is :p i just used it as a base cuz im lazy
:)
TUTORIAL:
First make your level... now make your glass you want to
have break... make it into a mover.. Now put the mover in your level.. set its
KeyFrame1 to someplace outside your level.. Now add a BreakingGlass next to it..
(its under effects)... next set your mover to the folowing
properties..
Events:
Event - B1 (or
whatever name you want for the breaking glass event)
Mover:
bDamageTriggered = TRUE
bTriggerOnlyOnce =
FALSE (this should be false by default but ya never know.. side note: if you
set this to true the glass will only break once which would be nice for a SP
level..)
DamageThreshold = 10.00000 (put whatever you
want to stop wepons from breaking it.. this works for stopping the ctrl fire
blaster from breaking it but not the alt fire...)
MoverEncrochType = Ignore
MoveTime =
0.000000
StayOpenTime = 30.0000 - 60.0000 (figure out the
right time for the glass to stay gone)
Object
InitState = TriggeredOpenTimed
Set these properties on
BreakingGlass..
Advanced
bNoDelete = TRUE (if
you dont set this the shatter effect will only happen the first time you break
the glass.. after that the wall will just disappear.. so you wanna set this
:)
Collision
bBlockPlayers = FALSE
bProjTarget = FALSE
Effects
bOnlyTriggerable = TRUE
Events
Tag - B1
(should be the same as Event on the mover)
ExplodingWall
bTranslucentGlass = TRUE
bUnlitGlass =
TRUE
You should now be all set.. rebuild and test out your
level..Have fun.. and read the Exploding Wall tutorial for the standard dont
make particle size to large.. :)