User Triggered Map Displacement?
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Re: User Triggered Map Displacement?
Posted by dagonal on Mon Oct 30th at 6:04am 2006


Hi guys,

I was just wondering if it's possible to say, when a user does a certain thing (for example, presses a button), they ground at a certain spot would displace a certain way. Basically I want an explosion that will displace the ground to resemble a small metor crash, or something along those lines.

So is it possible, and how?

Thanks in advance!
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Re: User Triggered Map Displacement?
Posted by Campaignjunkie on Mon Oct 30th at 8:07am 2006


No, displacements can't move. You're going to have to fake it: model the craters by hand using displacements or map geometry, cover the craters with a surface func_brush, and then toggle the func_brush when the meteor hits. The concept is kind of similar to a punji pit, except without the sharp jabby skewers at the bottom. image

Alternatively, you can try hacking something together with the env_terrainmorph entity, though there's some bugs associated with it and I haven't used it personally - I'm not even sure how well it works, but you can give it a shot I guess.




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Re: User Triggered Map Displacement?
Posted by Orpheus on Mon Oct 30th at 11:16am 2006


I think using CJ's idea you could also:

1) Have the cover layer with a high breaking tolerance (so weapons cannot shoot the spot) and have it a func_breakable. Set some sort of a blast to detonate it.

2) have a func_door on the parts to move fast downward. That way during the blast flash, you'll overlook them sinking.

/me shuts up now with stupid suggestions.





The best things in life, aren't things.



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Re: User Triggered Map Displacement?
Posted by dagonal on Mon Oct 30th at 9:01pm 2006


<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>

? quote:
No, displacements can't move. You're going to have to fake it: model the craters by hand using displacements or map geometry, cover the craters with a surface func_brush, and then toggle the func_brush when the meteor hits. The concept is kind of similar to a punji pit, except without the sharp jabby skewers at the bottom. <IMG SRC="images/smiles/icon_smile.gif" BORDER="0" ALT="image"><BR><BR>Alternatively, you can try hacking something together with the <A HREF="http://developer.valvesoftware.com/wiki/Env_terrainmorph" TARGET="_blank">env_terrainmorph</A> entity, though there's some bugs associated with it and I haven't used it personally - I'm not even sure how well it works, but you can give it a shot I guess.


Just out of curiusity, when the func_brush is triggered the displacement would show instantly right? As opposed to animated.




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Re: User Triggered Map Displacement?
Posted by Campaignjunkie on Mon Oct 30th at 9:22pm 2006


Yes, but if there's an explosion effect from the meteor, people aren't going to notice.



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Re: User Triggered Map Displacement?
Posted by dagonal on Mon Oct 30th at 10:35pm 2006


Indeed, thank you very much. I might just make it so that the player is to far away to notice, but when they go back to the area it will have changed.

Thank you!!!
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>




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Re: User Triggered Map Displacement?
Posted by dagonal on Tue Oct 31st at 3:49am 2006


Oh, and how do I add snarkmarks? <img src=" SRC="images/smiles/icon_biggrin.gif">




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Re: User Triggered Map Displacement?
Posted by Campaignjunkie on Tue Oct 31st at 7:01am 2006


Mark my suggestion as correct and I'll get 5 big ones. :P



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Re: User Triggered Map Displacement?
Posted by dagonal on Tue Oct 31st at 3:06pm 2006


Even though I haven't tried it, I know it'll work.

Five big ones for you <img src=" SRC="images/smiles/icon_biggrin.gif">





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