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[Solved] Breaking A Window
Strembitsky Offline
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#1
[Solved] Breaking A Window

I know that I can use 2 windows, one broken and one not, and set one entity active and the other unactive when a chair/something enters an area, but I was wondering if there was an easier way than that. Is that script automatically build into the game, or do I still have to write it the way I described above?

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(This post was last modified: 03-04-2012, 12:37 AM by Strembitsky.)
03-03-2012, 10:15 PM
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#2
RE: Breaking A Window

That's pretty much the way it was done in the campaign (i.e. activating and deactivating). However, it is possible to have the entity replace itself with a broken version of itself when it has 0 health, but that may have been intended for other objects (e.g. objects intended to be affected by gravity).

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03-03-2012, 11:25 PM
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A.I. Offline
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#3
RE: Breaking A Window

I have done this, you need the mb_window_noglass, found in entities/obstacles/mansionbase_window and the mansionbase_large_window_breakable found in entites/special/mansionbase_breakable. put the window inside the frame. No scripting needed
(This post was last modified: 03-03-2012, 11:27 PM by A.I..)
03-03-2012, 11:27 PM
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Strembitsky Offline
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#4
RE: Breaking A Window

(03-03-2012, 11:27 PM)Vaelwing22 Wrote: I have done this, you need the mb_window_noglass, found in entities/obstacles/mansionbase_window and the mansionbase_large_window_breakable found in entites/special/mansionbase_breakable. put the window inside the frame. No scripting needed
I used this and it works well. Thanks!

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03-04-2012, 12:36 AM
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A.I. Offline
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#5
RE: [Solved] Breaking A Window

No problem Smile
03-04-2012, 01:34 AM
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