Too many maps either don't use shadows for breakable entities in bombsites or forget to make them disappear when the bomb explodes. This tutorial will explain how the
light_shadow
and light_bounce
entities can be used to toggle shadows for brush entities.1. Requisites
- Vluzacn's ZHLT v34
- zhlt.fgd
2. Entity setup
Ordinarily, you would have yourfunc_bomb_target
entity target your func_breakable
entities with the Only Trigger flag checked.My method uses a
multi_manager
entity to target not only the breakables, but also light_shadow
and light_bounce
. These light entities should have the Initially dark flag checked, and will in turn target the breakables. Here's a flow chart of the entity logic.
The shadows should disappear when the crates break.
