func_explosive At first i thought this would
be really tough to do but i found it very easy, these simple steps will have your whole
level blowing up :)) 2.Next create a brush that
you would like to blow up (maybe a door or window).
3.Associate this brush with a
"func_explosive" and give it the following settings.
"mass" "800" 4.You may want to compile your map and check it out
in Quake2.
5.Hopefully everything would have gone okay and
your brush exploded into little bit's once you shot it but you may have noticed that
something was missing??, Noise!!!.
6.In Quake2 editing we have to associate alot of
the sounds with events we make happen so we'll make the sound of breaking glass appear
when the explosion happens.
7.In the options for the "func_explosive"
give it a target key of "glass 8.Now create a "target_speaker"
and give it a targetname of "glass", this will tell Quake2 to play a sound when
we shoot the brush.
9.We now have to tell it which .WAV to play so
create a key of noise and it's noise will be "world/brkglas.wav".
10.That will tell Quake2 to look in the World
directory of the sounds and play the breaking glass .wav, make sure you don't have the
.WAV to be looped throughout the level. Comments & Questions to
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