What?
I thought what we were looking for here was a window that stops bullets and does NOT break. Just dont turn the window into anything like a func_breakable and it won't break.
Otherwise if you want the window to break on grenades then maybe that could be made with "minimum damage to...
Grendaes?
You mean to tell me that you want a window that grenades will not hut the guy on the other side? Weerl. It doesn't sound realistic and I don't actually think you can do that... I mean, nades hurt though thin walls don't they? This baby acts just like a thin wall so i believe that...
There is a texture amongst the developer textures that is called TOOLS\BLOCKBULLETS. Make a brush the same size as your window and cover that in the blockbullets texture and also make sure it is not an entity.
Voila. Bulletproof glass,
That you will, but the schedule will get them moving right.
Oh, and there is a major hole in my gaming experience where the FF games are. I have never played a single one in my life so I know nothing of any of them.
Nope. You need the physobject, a viewcontrol and two reference points (static info_target) I believe.
Set the logic_measure_movment to measure the physobject with a reference to one of the info_targets and set the entity to move to the point_viewcontrol and set the second info_target to the...
Hmm... that seems like a lot of work to me...
Try a phys_keepupright. I know that one is made to work with phys entities but maybe it can be used here. If not then I would recommend the logic_measure_movement and set that up so that it measures the physobjects movement and then moves the...
The nicest waterfalls are unfortunatley models and they take a lot of work but the result is usually wicked.
As for a moving texture there should be a few i think although I have to admit that I have not used any of them in source. I know there used to be the good old scrolling textures in...
I dont know java, but is that an error? It looks more like a command to me. A command repeatedly being usedm which could just be how pakrat scans for files? Maybe? I don't know..
Units are units and should not be confused with any other measurement because they really donmt convert to other ways of measuring all that niceley.
The numbers you should use should be in proportion to your textures and to numbers that are liked by your computer or source. As far as textures...
Let me see if I got this one corectly. Your camera moves, while parented, in a straight line from A -> B.
If that is the case then the solution is simple. Make a info_target at a position "after" B. (A-> B -> C) Set the camera up so that "entity to look at" is C. Camera will now move with the...
Some props are compiled to be nonsolid and thats just the way thei are.
You will have to fake that they are solid by making clipbrushes that mimic the prop basically.
that could still cause them to hop off grid.
But still... there is no real way to support that... you could just rotate and then snap them to grid. Either let hammer do that or do it with vertex manip.
There is and it's illegal. :( Unfortunatley.
To get those textures there you will need to get GCFScape and get the appropriate textures out of the Counter-Strike Source.gcf file and then add those as custom textures to HL2DM.
Then if you wish to give this map to someone else then you will have...
Displacements are broken when it comes to physics items (buggy, props, whatever)
The solution is to add -novirtualmesh to your BSP command line. Read this thread for more info...
http://www.halflife2.net/forums/showthread.php?t=123880