Explosion

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coolduderyan07

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How would you create and trigger an explosion in your map. The huge explosions... the one that occurs at the end of the Half-life 2 singleplayer campaign?
 
i think that explosion is actually an animated model

there are no big fireball entity explosions if that's what you mean

just decompile the final citadel map with vmex and see how they did it
 
I found otu how to use an explosion using triggers etc.. My main goal was to make a little table type object and use each separate piece as a physbox, so when the explosion occured the pieces of the table would go flying( not gibs, pices like the 4 legs etc..) Well when i turned the objects into physboxes and use the explosion in-game.. the legs of the table kind of just swayed about 2 inches.... any way to make them go flying???
 
yes - bump up the explosive force. don't bump it up too high though or you'll kill yourself, even at a distance

alternately have small explosion for effect but use a env_physexplosion filtered to the table only that packs a punch

alternately also make one of the legs break when the explosion goes off (via the I/O that is). that usually helps. it's probably the weight of the tabletop that's stopping the legs from flying out
 
what do u mean by explosive force? magnitude? And are you talking about env_physexplosion or env_explosion?
 
keep the magnitude the default in the env_explosion but use a higher magnitude on the env_physexplosion but filtered to only affect the table legs
 
But waht I really want to do is make everything fly at the same time... if i had a bunch of stuff... no matter what it was.. piled all on top of each other... and have an explosion to send everything flying, how would I do that. I see alot of them in filefront POTD's Everything is chaos.. things flying everywhere.. thats basically waht I want to accomplish.
 
you two ents:

env_explosion (leave the magnitude on the default)
env_physexplosion (bump up the damage high)
a filter ent (which is referenced by the physexplosion, and should only list those physboxes - you'll need to name them - you want to explode all over the place

in your trigger or whatever you're using for the output, the explosion and the physexplosion should go off similtaneously. the explosion provides the bang and visual effect, and the physexplosion provides the force you'll need to do what you want without killing the player

you'll need to set the physboxes motion disabled, then enable motion a fraction of a second before the explosion goes off. that'll send it all flying at once

you can use prop_physics as well as physboxes. just give all the items you want to send flying a name that starts with the same string, ie.

stuff01
stuff02
stuff03

then in the filter the ents you want affected set the value as 'stuff*' (without the '').
 
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