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.
This article covers how to use:
- Making a destructible camera

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.