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explosion

Posted: Mon Mar 26, 2012 2:35 am
by j3st3r
Is it possible to make an explosion in quake 3 like func_explosion in quake 2?

Re: explosion

Posted: Mon Mar 26, 2012 4:19 am
by Theftbot
Maybe w/entity + mod

Re: explosion

Posted: Mon Mar 26, 2012 4:34 am
by EmeraldTiger
What purpose does the explosion serve? Is it a purely aesthetic thing, or do you intend to use it as a sort of trap, etc.?

If it's the latter, then I don't think it's possible to pull off, or at least not convincingly. You could probably fake it by making a special shader that has lava properties but completely invisible, then create some extremely fast (instantaneous, perhaps 100000 ups) brushes, occupying the exact same spatial position in the editor, (the lava damage will accelerate this way) which then move between some point outside the map (sealed in a separate box, ofc, to prevent leaks) and towards the point you'd like the explosion to occur, with wait intervals. Then create an autosprite shader or w/e that plays animations every so-and-so seconds (triggered shaders, Sock has a tutorial on this on his website I believe), in coordination with the wait intervals of the explosion / moving brush.

That's all purely theoretical, however; not to mention incredibly messy - I've never tested it myself and it's possible that the game will choke on certain shader combos like the invisibility + lava or whatever. Ofc, if it's all just for looks and sounds, then an autosprite shader is all you need.

Re: explosion

Posted: Mon Mar 26, 2012 6:52 am
by Eraser
Won't work. If you move brushes with a lava/slime shader (on account of the brush being part of a func_ entity) then for some reason the volume of the brush that hurts you isn't moved along with the brush itself. I ran into this problem in my EntityPlus example map, at the end where the lava is drained.

Another thing that came to mind is that the GtkRadiant entity description of trigger_hurt makes it look like it can be turned on and off by triggering it. This could be used for an explosion effect as well (the hurting part of it) but unfortunately, this is bugged as well so trigger_hurt entities cannot be turned on when they're turned of (or vice versa, can't remember).

So unfortunately this post is not of much help :(

Re: explosion

Posted: Mon Mar 26, 2012 7:34 am
by neoplan
Eraser wrote:Won't work. If you move brushes with a lava/slime shader (on account of the brush being part of a func_ entity) then for some reason the volume of the brush that hurts you isn't moved along with the brush itself. I ran into this problem in my EntityPlus example map, at the end where the lava is drained.
The only working solution I could find is to use func_plat - this also moves the surfaceparm water/lava/slime. But func_plat is limited to movement in z-direction.

Re: explosion

Posted: Mon Mar 26, 2012 7:45 am
by Theftbot
I guess you could use a shooter_rocket against a invisible brush that is 1 qu away.

Re: explosion

Posted: Mon Mar 26, 2012 9:29 am
by dONKEY
You could maybe use a shaderswap.
Have an invisible texture that is swapped with an explosion shader. Would obviously need a 'hack'. The invisible texture would need to be part of a func_door or something, with the origin so far away from the player that the sound couldn't be heard. You would also need to trigger a trigger_hurt at the same time.

Re: explosion

Posted: Mon Mar 26, 2012 10:56 am
by j3st3r
Was going to use the explosion as a trap of sorts to discourage camping on a tower but sounds like a bit too much work to get something to work. Thank you for the responses though.

Re: explosion

Posted: Mon Mar 26, 2012 11:12 am
by themuffinman
j3st3r wrote:Was going to use the explosion as a trap of sorts to discourage camping on a tower but sounds like a bit too much work to get something to work. Thank you for the responses though.
How about using grenade shooters and aiming them in clever ways to get maximum coverage of the area with as few shooters as necessary? That'd be quite discouraging if you ask me. Depending on how you've set it up you could have them triggered by buttons in other parts of the map.

Also: new map? Show some screenies! :up:

Re: explosion

Posted: Mon Mar 26, 2012 11:20 am
by themuffinman
Eraser wrote:I ran into this problem in my EntityPlus example map, at the end where the lava is drained.
Yeah I noticed. If I remember I managed to get it working correctly in a mod by basically porting over and rewriting Q2's func_water code which updates the damage trigger while moving. Q2 used it in maps like base3, q2dm3 and fact3.

Re: explosion

Posted: Mon Mar 26, 2012 10:42 pm
by j3st3r
Actually got it to work after some tinkering around. I used a shooter_rocket targeted to a info_notnull. The info was placed directly on floor with the shooter a unit off the floor right above it. Then I connected the shooter to a button and presto, a small explosion!