shooting gas to ignite it
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Re: shooting gas to ignite it
Posted by Static88 on Sat Jan 1st at 12:01am 2005


I've searched various forums for a quick how-to on this issue.

Does anoyone know the steps to take in hammer in order to be able to pull a wall heater off the wall and have gas shoot out of a pipe and further have that gas ignite upon shooting it? I've searched the boards and could find nothing specific to this effect. I've also been experimenting with entities to no avail. I've managed to get the gas effect by using an env_sprite with a heat wave option, but I need to know how to trigger the gas upon pulling the heater off of the wall and lighting it with a bullet. Thanks in advance for any help in this.

If I can get this to work properly, i'll post a full tutorial on this effect so everyone can use it.





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Re: shooting gas to ignite it
Posted by Zeon on Sat Jan 1st at 2:58am 2005


From what I recall, the water heater is a prop_static, so you'll need to use a phys_convert to make it turn from static to prop_physics...upon HealthChange or physgun pickup, ofcourse. After that, trigger your steam, which should probably also make (probably) a brush w/ NoDraw become Awake. Make it so the NoDraw brush triggers an explosion when hit, and then be sure to turn off the gas afterwards.



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Re: shooting gas to ignite it
Posted by Raeth on Sat Jan 1st at 4:24pm 2005


? quote:
From what I recall, the water heater is a prop_static, so you'll need to use a phys_convert to make it turn from static to prop_physics...upon HealthChange or physgun pickup, ofcourse.


You can't use phys_convert on a prop_static because prop_statics don't have names. The radiators in the game are made by using either a prop_physics or prop_physics_multiplayer with the Motion Disabled and Enable Motion on Physcannon Grab flags set.




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Re: shooting gas to ignite it
Posted by Leperous on Sat Jan 1st at 4:58pm 2005


Since when have radiators been directly gas-powered?! A whole water heater is a bit large to rip out of the wall tbh

Try using the env_fire ('plasma' type?) and env_firesource entities for the flame parts. The firesource can be activated by shooting a func_breakable or something in the area, perhaps.





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Re: shooting gas to ignite it
Posted by Orpheus on Sat Jan 1st at 5:00pm 2005


? quoting Leperous
Since when have radiators been gas-powered?! Try using the env_fire ('plasma' type?) and env_firesource entities for the flame part, though

radiators are steam powered that i have seen, which is a gas (sorta) or more a vapor, but hardly a combustible one. so i tend to think this idea would look wrong, even if pulled off well. *shrugs*

[addsig]




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Re: shooting gas to ignite it
Posted by aonomus on Sat Jan 1st at 10:42pm 2005


You can have the prop_physics trigger a env_steam for the gas jet, and then place env_fire's where neccessary. env_fire's can start off, and then be lit, try looking in ravenholm where the gas traps can be lit by grenades, or by using the starter clicky thing. When the prop_physics starts motion, it enables the env_steam and all the env_fire's so that they can be lit. Unfortunately env_fire's can't be lit by gunfire (as far as I know), so you could use func_breakable's 1 unit thick textured with nodraw. You can set a OnHealthChanged output to trigger a env_firesource.





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