Fuzzdad pls explain


TheNomad
07-23-2003, 09:59 AM
FD sould u explain how u did the exploding barrel effect, an example map would help :D

07-23-2003, 12:35 PM
Here's one method you could try,

You can make a breakable (that looks like a barrel) that triggers a multi manager.

Trigger an env shooter. Within this, you can set a model to gib...which could be your barrel. You shoot 1. You also set gib velocity, direction...and such.

You could also trigger a sprite or two for added smoke and or explosion effects.

Or get fancy and use a particle shooter for the high quality look.


This is only one of several methods you could use to achieve the exploding barrel effect.

Mr. Binary

FuzzDad
07-23-2003, 12:41 PM
go to this thread: http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=12789

Open the zip...there's a map file in there with the explodable barrel...it's a barrel model, a render, a invisible breakable, and a env_shooter.

Place a barrel model where you want it...place a metal-textured breakable over it (just a box...no need to clip it perfectly). Put a env_shooter and env_render (?) in the same vicinity. The invisible breakable's target field should target the render and the shooter. Make the breakables explosive effect 100 or so if you want an explosion and hurt (like a nade). The render and the env_shooter are named the same and that name is in the target field of the breakable. The render targets the original model barrel and renders that out...the env_shooter should be set to fire one barrel model.

The sequence is simple...when you shoot the invisible breakable it "breaks" and explodes...since it explodes it hides the fact that you've rendered out the original barrel model and used the env_shooter to "shoot" another barrel model into the air...it's slight of hand more so than anything else. Simple simplicity.

TheNomad
07-23-2003, 04:15 PM
thx man....:) ill watch it map ;)

Waldo
07-23-2003, 10:44 PM
The env_shooter is a lot of fun. You can "shoot" any model you want, so if you want a dozen bunnies to fly out that's possible. But if you want some real fun, make it something big like a tank or some hedgehogs :^)

You can also use the env_shooter to "drop" rubble. I've got a few of those in Charlie and also some in Caen (they were in Helvan's original). Sometimes when an explosion happens on the map, rubble "crumbles and falls" from parts of buildings. Just env_shooters tossing out a handful of rubble gib models (find 'em in your dod\models\mapmodels folder).

*RAR*
07-23-2003, 10:49 PM
So...Bunny shrapnel from mortars is possible???

Waldo
07-23-2003, 11:12 PM
Originally posted by *RAR*
So...Bunny shrapnel from mortars is possible???

Yep. If you put an env_shooter just at the "tip" of the mortar, and set it to be fired when the player "uses" the mortar, you could have it lob out some model. It would be a neat trick except that the mortar "round" (the rabbit?) would bounce off the sky, and you couldn't get an explosion to happen just where it landed.

Glidias
07-24-2003, 01:15 AM
And set a Damage Value??

LOL, falling debris really rules. It often happens in war. Cliff slides, scaring the crap out of players (eg. Col. Rudder in POinteduhoc under the cliff when it came crashing down when Saterlee destroyer attempted to support-fire the top of the cliffs with huge salvos)....

Of course, HL2 can simulate such physics better i bet (not forgetting the tons of smoke generated as such things come crashing down)......Put yr helmet on, guys. You'll never know when a stray piece of construction machinery in the Port of Cherbourg will be sent crashing down and stray bits flying down onto yr head injuring you slightly! The krauts often demolised the port facilities to prevent them from being used later after Cherbourg was taken..For Brest port however, the Allies were shelling it and the town until until every single little corner was filled with the outer core of the walls and ruins....a 40 day siege was it??? With a helmet, you'll be protected and the impact is blocked. That's what helemts are for, stray bits of shrapnels and falling debris....Just like what consutrction workers wear too.

07-24-2003, 04:14 PM
quote:
--------------------------------------------------------------------------------
Originally posted by *RAR*
So...Bunny shrapnel from mortars is possible???
--------------------------------------------------------------------------------

Hehe...I put a chicken coop in havok that explodes in a bunch of chickens when hit with the bazooka. :)

Although I doubt even 1 chicken coop was hit with a rocket launcher during WW2. :D

Also, you can change the model that your func_breakable draws...for even more chickens...er bunnys. :)


Mr. Binary

FuzzDad
07-24-2003, 05:42 PM
Yes...those env_shooters can be used for all sorts of cool things...to include exploding chikkens and flying cows...

TheNomad
07-24-2003, 06:06 PM
what is "cource varience" in the shooter? and how do i make the barrel fly in the air?? like in para_raiders?

FuzzDad
07-25-2003, 01:03 AM
Originally posted by TheNomad
what is "cource varience" in the shooter? and how do i make the barrel fly in the air?? like in para_raiders?

Do this...make a small test map and experiment with the varience and other variables...it's the only way to learn...I think varience is the distance away from center line that the shooter could shoot.

Cheeto
07-25-2003, 09:15 AM
Hmmmm...dod_forest with an invasion of bunnies shooting out from the trees...

*RAR*
07-25-2003, 09:25 AM
Would it be possible to have, let's say if someone shot an ammo crate with a bazooka, grenades 'fly' out and explode??? Sort of if the chickens exploded in Havok...

FuzzDad
07-25-2003, 10:22 AM
You could have the box blow up, you could have the nades fly out all over the place...but you cannot control the nades and where they land and/or make them explode...the nades, like any other gib, would be visible for a few moments, then fade away.

TheNomad
07-25-2003, 12:53 PM
thx FD, i got some excellent effects i will use in knight2 :D

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