Making a Destructible Camera |
W
A V E L E N G T H |
by Barney99 |
September 9, 1999 |
Foreword:
This tutorial assumes that you have both
Half-Life and Worldcraft 2.0, and are fairly proficient in the use of Worldcraft, in that
you have completed the previous tutorials in this series. |
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This article
covers how to use: |
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- Making a destructible camera
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This tutorial describes how to create a camera that, when destroyed, will no longer work.
First off, create the actual camera, using brushes. Once you have something that looks like a camera, select it all and turn it into func_breakable. Set its properties to:
Target: cam1_relay
Next, create a trigger_camera directly in front of, or below the func_breakable, and set its properties to:
Name: cam1_camera
Target: cam1_target
Now you need to create the target of the camera which can be any point-entity, as long as it is has the properties of:
Name: cam1_target
Next, create the trigger_relay and set its properties to:
Name: cam1_relay
KillTarget: cam1_look
Trigger Condition: Off
Also, check the "Remove on Fire" flag.
Finally, create the trigger, which should be a func_button. Set its properties to:
Name: cam1_look
Target: cam1_camera
Also, check the "Don't move" and "Toggle" flags.
Now one more thing to make is a func_wall, which should be in the EXACT same position as the func_button. (it should also look exactly the same.) No needed properties or flags for the func_wall.
Now everything should go right, and once you destroy the func_breakable it should have triggered the relay, that killed the func_button, that made it impossible to get in the camera view again.
Contact me if you have any other problems.
A downloadable example map for this tutorial is located in the Files page, along with a printable version of this tutorial.
Barney99's email address is
shrek@mediaone.net
Half-Life, and the Half-Life logo are
trademarks of Valve Software and Sierra Online, used with permission. All screenshots and
drawings of Half-Life are (c) copyright Valve Software, 1998. All rights reserved. All
original content (text and art) are (c) copyright Wavelength, 1998, and may not be
reproduced without permission. |