Call of Duty 5: Breakable Brushes

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Revision as of 14:06, 9 September 2009 by Zeroy (talk | contribs) (Created page with 'Category:Call of Duty 4 Category:Modtools Category:Radiant Category:Advanced Editing {{warning_radiant}} Image:Nutshell.png Here's how to create breakable bru…')
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 This tutorial assumes that you are already familiar with Radiant, Triggers and Entities

Here's how to create breakable brushes

Intro

These can be things such as windows, wooden planks and roofing.
Here's an easy way to make a wall, window or a series of brushes to break whilst triggered (as in shot at or using explosives) will be shown below:

In Radiant

  • Create the wall (before its been destroyed)
  • Select the brushes used for the wall
  • Right click on the brushes (whilst selected) and convert them to a scriptBrushModel (Script>Brushmodel)...

Next whilst having the brushmodel selected, Press n to bring down the console, then type in the following entities (Keys & Values)...

Key: script_exploder 
Value: 10

The value can be any number, just make when you do this to the next part of the tutorial, they are the same number, this is so they are connected in some way

  • Next you need to create the broken peices of the wall, so best way to do this is using the clipping tool...
  • Once you have made the broken part of the wall, select all the brushes and Convert it to a scriptBrushModel (Script>Brushmodel)...
  • Then type in the entities below (Keys & Values)...
Key: targetname 
Value: exploder 

and next

Key: script_exploder 
Value: 10
  • Then slide your new brushmodel over the old wall
  • Once you have done all of that, you need to create a trigger
  • For this I will use a damage trigger
  • So create a brush covering the wall about 8 units over by every axis
  • Next texture your trigger with a texture in usage > tools > trigger
  • After you have done that right click the trigger and convert it to triggerdamage (Trigger>Damage)

Then type in the entities below:

Key: script_exploder 
Value: 10

Adding parameters

A number of parameters can be set to the Trigger for different behaviors, here is a summary of these:

  • Damage trigger will trigger if a bullet intersects them or if a projectile or grenade explodes inside the trigger.
wait		        -1 = one time only, otherwise triggers every frame.
accumulate	If set, this much damage must be accumulated before it will trigger
threshold	        If set, the min amount of damage that must be done to it to trigger it

''Note that accumulate & threshold can used at the same time.''
PISTOL_NO 	turns off response to pistol damage
RIFLE_NO 	turns off response to rifle damage
PROJ_NO 	turns off response to projectile damage from grenades and rockets. 

''Note that turning off projectile damage will also turn off splash damage, whether or not the splash is on.''
SPLASH_NO 	turns off response to splash damage from grenades and rockets. 
FIRE_NO 	        turns off response to flame/fire damage
MELEE_NO 	turns off response to melee damage
MISC_NO 	turns off response to all other misc types of damage


By Marshall reviewed by ZeRoY