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Old 05-16-2003, 02:17 AM   #1
Obsidian-Jovani
 
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Question Falling Func_Breakable Destroys a 2nd func_breakable

*Note: I tried the search, but in all the results it didn't answer my question.
**************************************************
Ok. Func_breakable #1 drops from the ceiling on top of a Func_breakable #2. I need both of them to destroy themselves when they hit each other. How do I do this?

Here is the code to drop func_breakable #1:
//Generated by BehavEd

rem ( "stalagmite01 Script" );
rem ( "Script by: Obsidian-Jovani" );

affect ( "stalagmite01", /*@AFFECT_TYPE*/ FLUSH )
{
rem ( "Move stalagmite01 to ref_tag stalagmite01_stop" );
move ( $tag("stalagmite01_stop", ORIGIN)$, $< 0 0 0 >$, 1000.000 );

}

I tried placing a Trigger_once & then a trigger_hurt on top of fun_breakable #2 and targeted both brushes to destroy, but it didin't work. Is there something I can add in the script? Ideas?


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Old 05-16-2003, 05:04 AM   #2
Leslie Judge
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An idea: after move put in the following:

wait ( 1000 );
use ( "stalagmite01" );
use ( "stalagmite02" );


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Old 05-16-2003, 11:37 AM   #3
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I'll try that out.

I'm also thinking about using the set command SET_HEALTH and see if it'll affect the stalagmite that way too.


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Old 05-16-2003, 12:21 PM   #4
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Bah.

I tried to SET_HEALTH to a negative, but it just made the func_breakable invincible.

Quote:
An idea: after move put in the following:
wait ( 1000 );
use ( "stalagmite01" );
use ( "stalagmite02" );
Then I tried your idea Leslie, but it still didn't work.

Any more ideas?


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Old 05-16-2003, 12:31 PM   #5
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A little.

Put those 3 lines after the whole affect.


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Old 05-16-2003, 01:06 PM   #6
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Quote:
Originally posted by Leslie Judge
Put those 3 lines after the whole affect.
Well I did that, but it still failed to blow up.

rem ( "stalagmite01 Script" );
rem ( "Script by: Obsidian-Jovani" );

affect ( "stalagmite01", /*@AFFECT_TYPE*/ FLUSH )
{
rem ( "Move stalagmite01 to ref_tag stalagmite01_stop" );
move ( $tag("stalagmite01_stop", ORIGIN)$, $< 0 0 0 >$, 1000.000 );
}

wait ( 1000.000 );
use ( "stalagmite01" );
use ( "jumpblock01" );


Could my ref tag be in the wrong place? I ask this because right now stalagmite01 kinda sinks into jumpblock01 a few units.

I also tried using: kill ( "stalagmite01") but that failed too.


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Old 05-16-2003, 11:27 PM   #7
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Grrr.

It seems like the USE command would work. I wonder if something is wrong in my func_breakable properties. Here is what I have on them:

Stalagmite
Key: script_targetname
Value: stalagmite01

Key: splashDamage
Value: 25

Checkboxes IMPACT & NO_EXPLOSION

*************

jumpblock
Key: script_targetname
Value: jumpblock01

Key: material
Value: 4

Key: radius
Value: 2

Key: delay
Value: 1

Checkboxes IMPACT

Should I be using paintarget too? Ideas?


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Old 05-17-2003, 07:57 AM   #8
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Ok, MP-Mapping idea, but anyway: When triggering the first stalagnite- stop the time it takes for it to drop to the second one. Then make the first trigger trigger the second one (just include the wait-command) you should get it to time pretty good- given the wait are 100th of a second....

Just my 2 cents...

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Old 05-17-2003, 09:00 AM   #9
Leslie Judge
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Nah, OK, I get it.

To affect something in a script you need a script_targetname. And you have it right.

BUT to use something, even from a script, you need a targetname.


L. J.
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Old 05-17-2003, 12:27 PM   #10
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Quote:
Originally posted by Leslie Judge
Nah, OK, I get it.

To affect something in a script you need a script_targetname. And you have it right.

BUT to use something, even from a script, you need a targetname.
L.J. you are a God send. Thanks so much. It works great now.


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Old 05-19-2003, 08:30 PM   #11
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It'll take some guess and check to find the right time, but this is all you need:

Func_breakable1 ---> target_relay for x amount of time ---> func_breakable2
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