shooting gas to ignite it

shooting gas to ignite it

Re: shooting gas to ignite it Posted by Static88 on Sat Jan 1st 2005 at 12:01am
Static88
122 posts
Posted 2005-01-01 12:01am
Static88
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122 posts 52 snarkmarks Registered: Dec 31st 2004 Occupation: USMC Location: USA
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.
Re: shooting gas to ignite it Posted by Zeon on Sat Jan 1st 2005 at 2:58am
Zeon
37 posts
Posted 2005-01-01 2:58am
Zeon
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37 posts 14 snarkmarks Registered: Dec 22nd 2004 Location: USA
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.
Re: shooting gas to ignite it Posted by Raeth on Sat Jan 1st 2005 at 4:24pm
Raeth
62 posts
Posted 2005-01-01 4:24pm
Raeth
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62 posts 16 snarkmarks Registered: Nov 24th 2004 Location: USA
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.
Re: shooting gas to ignite it Posted by Leperous on Sat Jan 1st 2005 at 4:58pm
Leperous
3382 posts
Posted 2005-01-01 4:58pm
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Since when have radiators been directly gas-powered?! A whole water heater is a bit large to rip out of the wall tbh :smile:

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.
Re: shooting gas to ignite it Posted by Orpheus on Sat Jan 1st 2005 at 5:00pm
Orpheus
13860 posts
Posted 2005-01-01 5:00pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Leperous</DIV>
<DIV class=quotetext>Since when have radiators been gas-powered?! Try using the env_fire ('plasma' type?) and env_firesource entities for the flame part, though</DIV></DIV>
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
Re: shooting gas to ignite it Posted by aonomus on Sat Jan 1st 2005 at 10:42pm
aonomus
18 posts
Posted 2005-01-01 10:42pm
aonomus
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18 posts 2 snarkmarks Registered: Dec 26th 2004
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.