Glass Tutorial

The other day I had a request about how to make a breakable glass window, and seeing as I wasn't to sure on one or tow things I investigated, starting with how best to make a glass window, and then how to make it breakable etc.

 
Step 1a - Making the glass window

You have a number of options here.

Option 1 - A sheet
You can use a sheet to make a window, but it will not stop players or bullets
Option 2 - A semi-solid cube brush
This is almost the same as a sheet really
Option 3 - A solid cube brush (My personel favourite)
With this option you must make sure that the brush does not touch other solid brushes else you get the HOM effect.
If you choose options 1 and 2 and you want players blocked you will have to add an invisible collision hull brush to blockthe player. Remember, these mustn't touch any other solid brushes as well.
Step 1b - Making a glass walkway
Obviously if you are making a walkway then it needs to be solid, so you either need to choose Option 3 above, or Options 1 or 2 with a suitable invisible collision hull. Everything else would be the same.
Step 2 - Setting the surface properties
The most important property of the surface is obvious Translucent. But I also find that setting most Glass textures to Unlit makes them show up better. For a sheet you should make sure it is 2 sided as well.
You can stop here if all you want is a glass window/walkway. The rest of the tutorial is for breakable glass.
 
Step 3 - Making it into a Mover

Next you should convert the brush into a mover by selecting it, copying polys to brush and then clicking the Add Mover button. Set the keyframe 0 to be where the window is, and Keyframe 1 to be somewhere well out of reach, out of the map even.

Set the Mover->MoveTime to 0. If you want the window to return at some point then set Object->InitialState to TriggerOpenTimed, else set it to TriggerToggle. If you choose TriggerOpenTimed then set Mover->StayOpenTime to 30-60 seconds.
Most importantly of all set Mover->bDamageTriggered to true and Mover->DamageThreshold to some value (5 to always break, higher for more damage needed). Then set Event->Event to bg1.
Step 4 - Place the BreakingGlass objects
BreakingGlass is found under Effects->ExplodingWall->BreakingGlass.
You can place as many BreakingGlass objects as you want, they should all have the same Tag so they are triggered when the window is hit, so set Events->Tag to bg1.
Next set Effects->bOnlyTriggerable to true, else when you shoot the BreakingGlass it will break on its own.
Next set ExplodingWall->bTranslucentGlass to true and ExplodingWall->bUnlitGlass to true.
If you want the effect to happen more than once you need to set Advanced->bNoDelete to true.
I've also discovered a 'feature' where the BreakingGlass objects block projectiles from hitting the glass window so it can help to set Collision->bCollideActors to false to stop this happening.
Step 5 - Test
That should be about it, and everything should work.
Download my Test map to see a working window. TUT-GLASS.ZIP