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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: removing brushes
|S!T|
General Member
Since: Nov 8, 2007
Posts: 93
Last: Dec 9, 2013
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Friday, Apr. 2, 2010 02:36 pm
okay guys,
i've been playing a map from the downloads here on modsonline
http://modsonline.com/Downloads-full-3658.html

I want to make a map with these effect.
But all tutorials i found were about change one object with another.
So i tried it in a ... other.... way ^^
I made a brush with texture, made a second in the same size with "Vehicle Clip" and a third with trigger->damage.

All of these brushes got the same size and all of them are in the same place.
I've done it like in this tutorial.
http://modsonline.com/Tutorials-read-451.html

But for the broken brush, i took the "vehicle clip"

My problem now is, that the wall is just destroyable with a grenade. But not with a shot from a rifle.
Why? Where do i set these settings?
I want to make some walls that are breaking down with 1 shot from a rifle, and some walls wich need 2 or more shots.

maybe someone can help me out with this :)

happy eastern @ all

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hyper1234
General Member
Since: Mar 17, 2009
Posts: 358
Last: Apr 14, 2011
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Friday, Apr. 2, 2010 04:26 pm
I think on the entity properties for the trigger_damage, there are tick boxes which you can tick to customise how it breaks. (This is just above where you enter keys and values)

some of these are:

PISTOL_NO, RIFLE_NO, PROJ_NO, EXPLOSION_NO, SPLASH_NO AND MEELE_NO

I think that you select meelee_no if you dont want a meelee attack to damage the script brush model with the key and targetname of script_exploder 30
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|S!T|
General Member
Since: Nov 8, 2007
Posts: 93
Last: Dec 9, 2013
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Sunday, Apr. 4, 2010 01:53 am
tried it with no_pistol, no_grenades, no_melee
all this works but, like before, the brush isn't "killable" by a shot from a rifle...
:(
pls help me out guys!

edited on Apr. 3, 2010 10:32 pm by |S!T|

Problem solved :)
The problem was the trigger size - i've made it the same size as the brush was. After i take grid 1 and made the trigger 1 unit larger on every side of the brush it works :D finally :P


So now another question, is it possible to replace a brush with a xmodel with trigger damage.
So if i got a brush, shoot at the brush and then there comes the xmodel :D
I've tried it, but for now i dont know how to make a xmodel as a script_brushmodel.

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