Destructable maps

hERd

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Is it possible to make partly destructable maps in source? Maybe only buldings in some way?
 
Is there any example of such map?
 
I wish I could show you some of the things I'm not allowed to show you...
 
Thats weird. Anyway is this destruction system "real" or scripted one (ie alreaday made hole after explosion)
 
depends on your definition of scripted.

For example - I have a wooden guard tower that will fall apart correctly according to where it is damaged. Technically, it's scripted (input/ouput response) but it's also "real".
 
Check one of the city17 maps that they released.

One of them is the level where the combine blows out the floor from under you and you fall in that small pit.
 
Basically you would use a combination of func_breakable, physbox and models. I wouldn't recommend making an entire building destructable if it's for a multiplayer map, it'll lag as hell.
 
you could make a WHOLE BUNCH of func_physbox brushes and use length constraints on all of them and have it so when each thing is damaged it would break the constraint and fall.. considering youd have to make like indivual bricks etc. but that would take forever plus it would lag terribly
 
Actually I was considering doing something like this. It would be similar to the shattering glass, such as in cs_office, where it broke according to where you shot it. I don't know the complications in getting this working with other brushes, but I'm betting you can code it. Again, massive destruction in Multiplayer will most likely call for lag.
 
Interesting. Notice how the tower doesn't immediately respond to the rocket...

I would like to see someone try a domino effect with massive 1 brush structures
 
I cheated a bit - the whole tower is made of physics structures. When the whole thing takes a certain amount of damage, it lets go. I could have simulated each piece on it's own, but it was overkill for my purposes.

What is interesting is the random results - sometimes the tower will explode violently, sending pieces everywhere. Other times, it'll lose a few pieces and stay upright.
 
Perhaps grouping 2-3 brushes of the foundation together, especially parts not likely to be hit by a rocket, coud alleivate some of the sporadic tossing and make it look generally more realistic. Also, grouping 2-3 brushes in and around the tower may cut down on memory power while keeping the realism there. Btw, if you did individually simulate each peice once a trigger fired, is it possible to generate a physics "force" entity which was generated and fired in the general area of the rocket impact? Sounds like some coding is required in that, however.
 
I'm pretty sure it's possible, but then you're probably going way overboard to simulate an effect that you could just as easily fake.
 
Pi Mu Rho said:
I cheated a bit - the whole tower is made of physics structures. When the whole thing takes a certain amount of damage, it lets go. I could have simulated each piece on it's own, but it was overkill for my purposes.

What is interesting is the random results - sometimes the tower will explode violently, sending pieces everywhere. Other times, it'll lose a few pieces and stay upright.

Even more impressive if some peices (All pieces) were breakable, thus setting of the reaction, much more violent, I promise ya.
 
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