Re: shooting gas to ignite it
Posted by Static88 on
Sat Jan 1st 2005 at 12:01am
Posted
2005-01-01 12:01am
122 posts
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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
37 posts
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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 Leperous on
Sat Jan 1st 2005 at 4:58pm
Leperous
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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 aonomus on
Sat Jan 1st 2005 at 10:42pm
Posted
2005-01-01 10:42pm
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.