Saw this falling pylon in medal of honour. I thought it could as easy be made in Counter-Strike, so here I am... showing how to make it. I expect that you can make what is shown on the picture below without further guidance.
Our setup is a pylon with a explosive barrel next to it. When the barrel explodes, the pylon will fall.
There is an easy way to do this.. And then there is the hard way to do this. In this article I'll cover the easy way. The right way will be shown later.
Make the barrel explode
Mark the barrel and make it into an entity. Now choose func_breakable
Give the func_breakable the following values and leave the rest to default.
Target on break
pylon
Strength
40
Material type
Metal
Explode Magnitude
100
Make the pylon fall
We'll make the pylon into a func_door_rotating to make it fall, but first we need to cut it where it will cut when it falls.
Click twice on the clipping tool and cut the pylon about 32 units from the ground. By cutting it oblique (dk: skævt) we make it look more natural.
We need to make a brush covered with the orignin texture (from halflife.wad) to determine the center about which the func_door_rotating (not made yet) will rotate.
Make the origin brush with its center the same place where the two parts of the pylon meets
If you have done that right, your 3d-view would be simular to this:
Mark the upper part of the pylon and the origin brush. Like this:
Tie this to entity and choose func_door_rotating.
Give the func_door_rotating the following values:
Name
pylon
Render Mode
Solid
FX Amount
255
delay before close, -1 stay open
-1
Along with that we need to set the distance. This is why we went to school all these years.
Knowing that the pylon is 512 units heigh, and it will meet the ground 96 units from the top and the pylon will bend 32 units above the floor, I can start doing a litle math.
Which is pretty much the same as 5 degrees. This is the angle that the pylon will fall more than the 90 degree to horizonal.
The func_door_rotatings distance should then in this case be 95
Check the following flags on the func_door_rotating.
Fixing the lower part of the pylon
The lower part of the pylon needs to be made a func_wall and have the following proberties.
Render Mode
Solid
FX Amount
255
So now we basically have a working pylon that will fall when the barrel is shot.
In the screenshot below I've used a dirty trick to make the inner site of the pylon look natural. But that is also something that I shall explain in another tutorial.