How to do it?
By ExtraOrdinary 2 years agoTriggered DMM impact...
I have made a wall and I've made it func_physbox. I've cut it into pieces so that when I shot at it, it collapses... which is called DMM.
I want it to have the same effect as when I shot at it, but I want it to be triggered by a path_track when the object passes that point...
I've tried most of the output's from the funcphysbox and even tried some ouputs from triggerhurt...
If you don't get it all, which I think you won't :P I will give some illustrations :D
Hope you can help ^^
Here are some info about my testing:
I use and entity called: funcphysbox, this will be the object that goes through the wall... (should this object be funcphysbox?) it's followed with a functanktrain, and the it goes all the way to the last pathtrack
The wall is made up by: func_physbox's
The last path_track's ouputs, which will be passed by the object is like this:
My Output named: OnPass Targets entities named: Wall Via this input: Break With a parameter override of: "none" After a delay in seconds of: 1.00
So when I start this up, in Counter-Strike: Source, when the object passes the path_track nothing happens, but if I shoot at the top of the wall, everything collapses as it should, but I don't want that... I want it to be triggered -.-
So what am I doing wrong? Are the object properties wrong? Are some of the entities wrong, which should I use? Is this even possible?
What is DMM?
Digital Molecular Matter, better known as simply DMM.
Function
DMM is a simulation which allows objects to break differently from each impact. DMM takes into account the force of the impact, direction and what it is hitting, so wood splinters like wood, glass breaks like glass and a building can even crumble due to a lack of support if a pillar is destroyed.
Video Example: (go to: 3:20 to see the effect that DMM does in Source Engine)







