Destroying Things



If you stack breakable objects like barrels on top of each other, make sure to give the object on top a targetname, with a matching killtarget value for the lower object. That way, if you destroy the lower object, the upper one doesn't remain floating in mid air. Objects on tables should also be killtargeted, so if the table goes, so does everything on it.

Objects that can't usually be destroyed can often be killtargeted successfullly. Take OBJ_PLANT3 for instance, a small bare bush. Usually the player can walk right through it, and it can not be harmed. Scale the bush to at least 2 (it's tiny otherwise), and give it a targetname. Create a breakable_brush about the same size, giving it the CLIP texture and setting the texture flags to PLAYER CLIP and WINDOW. Give the breakable_brush a killtarget value to match the targetname of the bush. Now the bush will block the player (or the invisible breakable_brush will), and killing the brush also kills the object. Give the breakable_brush a material_type of LEAF (7) or WOOD (8) and give it an origin as well (see below), and you can set the bush on fire using the firewall. You need to include the WINDOW texture flag for the breakable_brush, otherwise attacks won't damage it.

Wooden breakable_brushes can be set on fire using the firewall or phoenix bow. However, the fire itself will appear to burn at the origin of the map, regardless of how far away from the breakable_brush it is. If you want wooden structures to burn properly, simply add an origin brush into the breakable_brush. The flames will then appear centred on the origin brush instead, so wooden structures will appear to be burning. Make sure you set the health of the breakable_brush to at least 50 for the firewall, and 150 to withstand a phoenix arrow, otherwise the brush will be destroyed immediately. Higher health values will ensure that a wooden beam or support post can withstand several attacks, and burn for extended periods before being destroyed.

Be warned, however, that adding an origin brush to any FUNC_ brush model will change the way the texture maps onto it. This isn't such a problem for simple wood textures, but textures that are specifically aligned will be thrown out of whack.

It is possible to make it look like a moving object is smashing through a wall. Create a func_train, place a killtarget field in one of the path_corners, and give a breakable_brush the same targetname as the killtarget value. When the train reaches that particular path_corner, the breakable brush will be destroyed. This only works if the train has a pathtargetname value, and the path_corner that killtargets the breakable_brush has a matching pathtarget value, otherwise the breakable_brush won't be triggered. For an example of this, take a look at the canon prefab on the prefabs page.

Some Heretic II mods allow you to target or killtarget exploding barrels, however this doesn't work in the commercial versions of the game. One way around this is to spawn a func_wall where the barrel is, destroying it.

Scale the barrels (set to explode) to 0.1 and hide them inside a breakable_brush. It's better to hide the tiny barrels inside breakable_brushes than inside solid brushes, since a solid brush might muffle the explosion. Set the breakable_brush to INVULNERABLE if you want it to remain behind (if it's not the trigger).

Create a func_wall brush that is large enough to enclose the tiny barrels. Set the spawnflags of the func_wall to TRIGGER_SPAWN and TOGGLE (so it starts off and can be turned on and off again). Give the func_wall the CLIP texture and set the texture flags to MONSTER CLIP (so it doesn't frag the player). Target the trigger you want to use to a pair of trigger_relays (one with a DELAY of 0.1), and target both relays to the func_wall. When the trigger is fired, the func_wall will appear briefly (although it will be invisible), destroying the tiny exploding barrels.

One barrel will generally do around 80-90 hit points of damage (less in armour). Two barrels will generally kill a player outright no matter what they do. See the prefabs page for an example map.


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