How can I make REAL looking explosions on ob
Nexxus
09-02-2004, 09:57 PM
Ok heres what I need. Im using a func_breakable
I have a bunker with 4 brushes that resemble gas cans. They are also func_breakables but I have their explosion range set to 200 so when their destroyed the whole bunker is..
problem is it looks stupid becaose theres no explosion.. just your regular func_breakable cinderblock effect. How can I create an explosion type effect? is it another entity or a setting in func_breakable?
travis
09-02-2004, 10:25 PM
u need to add an env_spite at the location you want the explosion, not entirely sure on what the explosion sprite is called but should have explosion in it :P you basically need to trigger with the rest of the effects.
heres info on env_sprite entity that may be of some help
http://collective.valve-erc.com/index.php?ent=env_sprite&game=dod
Nexxus
09-02-2004, 10:26 PM
how can i get it to trigger in conjuction with my object blowing up?
travis
09-02-2004, 11:10 PM
trigger_multiple i believe will do the job, someone caps the objective which triggers the "trigger_multiple" and in turn triggers your env_sprite you ambient_generic and your breakables ;)
someone else should come along and explain the exact settings perhaps!
Sly Assassin
09-03-2004, 01:53 AM
The explosion sprite name is explosion1 if I remember correctly.
to trigger the env_sprite you need to give it a name like say bunker_explosion and then in the func_breakable go to the target box and add the name of the env_sprite. Also if adding a sound give the sound the same name as the env_sprite and go into the flags section and make sure both are ticked to start off or silent.
Craftos
09-03-2004, 02:37 AM
You can also link env_explosion and env_shake for better effect.
TheNomad
09-03-2004, 07:56 AM
You can do it all in the func_brakable
you set the explosion magnitude to about 200-250.
you said u set you explosion range... is that what u ment?
added effects are sprites, extra sounds, shakes, shooters (shoot out debree)
env_smoker doesnt work in dod :(
use a multi_manager to trigger them all at the same time. or just have them all called the same name.
Nexxus
09-03-2004, 11:46 AM
Someone wanna give me exact settings for them...
Sorry I'm still somewhat of a mapping noob... :)
But heres the design im working with... Needs explaining
Buildings
1- Weaponse Cache
2- Radio Room
3- Command Center/'Bunker
4- Tank Repair center
Red circle- Bunker
Colors
Red- Bunker
Green- buildings
Blue- Sandbags
Light blue- Mortars
Brown- Tanks
Black- walls
Orange- Trees
Yellow- fox holes
Purple- trenches
Pink- underground hole..
Pink cirlces- underground openings
Green THIN- allied paths
Story:
Germans hold an outpost in a remote part of the forest. This is the last stop standing betweent he Allies and (insert city here) A small allied squad has been dispatched to take control of this outpost. But there have been reports that this outpost also houses a small weapons cache that containts mg42's panzershreks and many other weapons. There is also small radio room and a tank repair station. Damaged tigers are sent here to be repaired. You must destroy them before they become operational again. There are 3 access points to the base. The first off the main road. It is heavily guarded but we have managed to build a set of trenches and can use fox holes for cover. Reports show that there is a small hole on the right side of the outpost measuring approximately 4 feet by 3 feet long. And the last is a tunnel we have been digging with accessable points into their HQ along with their weapons cache.
Objectives:
-Secure the entire outpost
-Destroy any Tigers in the Area
-Secure the Weapons cache
-Destroy the Radio Room
Thigns Im going to add
Cans BEHIND the bunker so once you either shoot or bazooka them (havnt decided dont want germans accidently shooting it) it blows up the entire bunker.
Thinking of possible doing the same things to tanks and/or the weapons cache
and yeah still a major WIP
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