you should try this instead of renaming every trigger and its pair on your own:
>new map
>create a trigger_damage > targetname = "trigger_glass"
>create your unbroken window > make it a scrpt_brushmodel
>create your broken window > make it a scrpt_brushmodel
>firstly select your trigger > secondly select your unbroken window > hit [W] to connect them (line poining from the trigger to the window should appear)
>unselect all [i]
>firstly select your unbroken > secondly select your broken window > hit [W] to connect them (again a line poining from the unbroken window to the broken one should be visible)
>save it as a prefab
now you can add this prefab whereever you want and how often you want in your map script (without renaming):
i think izno may help you with the scripting abit more^^Code:init() { glassTriggers = getEntArray( "trigger_glass" , "targetname" ); if( isDefined( glassTriggers ) && glassTriggers.size ) { for( i = 0 ; i < glassTriggers.size ; i++ ) { if( isDefined( glassTriggers[i] ) ) glassTriggers[i] thread monitorGlassTrigger(); else iPrintLn( "undefined glassTrigger found for some reason!" ); } } else { iPrintLn( "NO glassTriggers FOUND IN MAP!" ); } } monitorGlassTrigger() { window = undefined; if( isDefined( self.target ) ) { window = getEnt( self.target , "targetname" ); } if( !isDefined( window ) ) { iPrintLn( "GlassTrigger at " + self.origin + " has no window as target!" ); return; } broken = undefined; if( isDefined( window.target ) ) { broken = getEnt( window.target , "targetname" ); } if( !isDefined( window ) ) { iPrintLn( "window at " + window.origin + " has no broken window as target!" ); } window show(); broken hide(); trigger waittill( "trigger" ); trigger delete(); window delete(); broken show(); }
anyway, your better with using prefabs instead of naming every trigger / window pair by hand..



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