exploding barrels - Source Mapping


PanFrie
11-27-2004, 05:13 PM
ok, i want to make some of those exploding barrels like they got in Hl 2... how do i do it

TheNomad
11-27-2004, 05:38 PM
wait for the FULL HL2 sdk to come out, (in a weeks time?). or you can do it the dod way, where u make a func_brakeable trigger a model shooter to shoot out a barrel model when it brakes.

but id just wait for the full sdk.

izuno
11-28-2004, 02:19 PM
Originally posted by TheNomad
wait for the FULL HL2 sdk to come out, (in a weeks time?). or you can do it the dod way, where u make a func_brakeable trigger a model shooter to shoot out a barrel model when it brakes.

but id just wait for the full sdk.

indeed wait. the whole point with HL2 is that the barrel has physical properties in addition to being explosive. that kind of functionality is really not possible in HL1.

PanFrie
11-29-2004, 09:58 AM
ok.. cause i really wanna try something...

make two barrels, stacked up.

shoot the bottom one, and the one on top goes up, and explodes in midair. then, that explosion makes another one blow up, and causes the same thing. do that 2 or 3 times, and at the end have a rope that breaks cause of the explosion that makes an 1 or 2 I beams fall and kill you... i know, it sounds stupid... but it would be pretty funny!

izuno
11-29-2004, 11:52 AM
Originally posted by PanFrie
ok.. cause i really wanna try something...

make two barrels, stacked up.

shoot the bottom one, and the one on top goes up, and explodes in midair. then, that explosion makes another one blow up, and causes the same thing. do that 2 or 3 times, and at the end have a rope that breaks cause of the explosion that makes an 1 or 2 I beams fall and kill you... i know, it sounds stupid... but it would be pretty funny!


You can totally do that, but it would have to be scripted. HL1 simply does not have physics properties the way HL2 does. If you did via scripting it would be the same every time.

PanFrie
11-29-2004, 01:52 PM
oh, i know you can do it by scripting it, but thats what i want to avoid, i would like to see it done in the source engine, then itws totaly random, so it may work one time, but not the second

Trp. Jed
11-29-2004, 04:48 PM
Find one of the HL2 maps (Ravenholm would be good I guess), open the BSP in Wordpad or another text editor and scroll down until you find the entity lists. You should be able to find the entity set-up for one of the exploding barrels in there I guess.

Its what I did for adding jeeps and stuff into GingerLords Source port of Density.

Silverghost
11-29-2004, 09:20 PM
You are a smart man Jed.

togi
11-30-2004, 10:04 AM
what would waiting for the "full" sdk do for mappers? u already have hammer ... so unless ur going to edit the source code what would u wait for? ...or are they releasing other mapping stuff too...

Trp. Jed
11-30-2004, 10:42 AM
Well I would guess fuller documentation on the materials system, specific examples of how to do certain things plus support for HL2 (current SDK is rather sparse and only targetted at CS:S)

Ginger Lord
11-30-2004, 02:56 PM
Originally posted by Trp. Jed
Its what I did for adding jeeps and stuff into GingerLords Source port of Density.

Warning: Do not attempt this. It is so laggy you feel like your playing on a 14.4 modem.

TheNomad
11-30-2004, 04:31 PM
Originally posted by togi
what would waiting for the "full" sdk do for mappers?

atm you can only make maps for CSS, when the full sdk comes out youll be able to make maps for HL2 and then the other mods when they come out.

PanFrie
12-01-2004, 04:53 PM
ok, now that its out... how do i make exploding barrels?

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