Not a lot of time for the PC today...put in a rock and wine-barrel garden with a few red and white perennials and did some yard work triming back the trees. I also supported my wife on one of her long runs...she ran 23 miles today and I go out ahead of her and provide her the drinks so she can run that far...she calls me her personal support team...I call it pussy-whipped :)
We're going to have a test of dod_glider up on the spies.com server tonight at 7:30pst...you can pick up a copy of the files at Crowbars of Justice (I think...link to the right).
Tonights Hammer Tip #1: Use the func_wall_toggle if you want to show a wall that takes damage during the playing of a map. Make the wall normal...then make a damaged version of it...make both sets of brushes func_wall_toggles with the same name. Make the damaged on "invisible on start" (it's a check-box on the tab). Use something in the map to trigger the two walls...say a invisible breakable in front of the wall set to 1000 health. Set the "target on break" field to the name of your two func_wall_toggles. Once someone shoots that breakable enough it to make it break it will trigger the two walls and the good wall will disappear and the busted one will show up magically in it's place. An example of this technique is the church tower in dod_jagd...if you shoot the tower with a piat or a PanszerShreck the area right beneath the tower inside the church will show a ton of debris...enough so you can't access the tower anymore...that debris is a func_wall_toggle.
We're going to have a test of dod_glider up on the spies.com server tonight at 7:30pst...you can pick up a copy of the files at Crowbars of Justice (I think...link to the right).
Tonights Hammer Tip #1: Use the func_wall_toggle if you want to show a wall that takes damage during the playing of a map. Make the wall normal...then make a damaged version of it...make both sets of brushes func_wall_toggles with the same name. Make the damaged on "invisible on start" (it's a check-box on the tab). Use something in the map to trigger the two walls...say a invisible breakable in front of the wall set to 1000 health. Set the "target on break" field to the name of your two func_wall_toggles. Once someone shoots that breakable enough it to make it break it will trigger the two walls and the good wall will disappear and the busted one will show up magically in it's place. An example of this technique is the church tower in dod_jagd...if you shoot the tower with a piat or a PanszerShreck the area right beneath the tower inside the church will show a ton of debris...enough so you can't access the tower anymore...that debris is a func_wall_toggle.
