Gas


(sQynor) #1

Hello everyone,

sorry for the lots of questions lately… but i better ask it.

I need some finishing touches to my map. and i want to know how to make GAS.

like what comes out of a smoke canistar,

I want to make a room with gas. like poison… so people lose health every 20 sec. or so

But i don’t want it so people can use /cg_wolfparticles 0 so they won’t see it.

Anyone know how ?


(carnage) #2

for hurting the players you are probably going to use a trigger_hurt entity and configure that so players are hurt at the correct time and amount. You can also turn this on/off from the script if your gas can be turned on or off during the game. The disadvantage of this is that it doesn’t allow anything like time where the player can hold there breath before damage starts (similar to being under water)

as for smoke. you could use a target_smoke. This will give you a similar effect to the gas canister but will be restricted to grey or black smoke and i think players will still be able to turn it off.

you could perhaps give the impression the room is filling with gas by having an animated texture that is similar to a jet of steam or gas and place these around the pipes or areas you want to gas to come out off. Then you can turn these off on with some scripting magic. The downside here is you wont get the effect the entire room is filling with gas but as long as there are enough visible gas jets then it should be obvious to the player. You could also try other clues like turning on a sound of leaking gas and warning lights and sirens

my only other though is perhaps something like a semi transparent texture that is a few unit above the floor that looks as if gas is sinking to the floor in the room were gas is present. you could try some interesting effects like alpha transparency and vertices deformation to make it seem less solid and more a dynamic body of gas. setting this up as perhaps a script move so it could be raised/lowered as the gas is turned on/off. you could also set another one on the ceiling and might seem more like the room is filling with gas. I thin if you combine both of the suggested effects you should get something that makes it pretty obvious to the player that they are ina room with poisonous gas


(sQynor) #3

Well the trigger_hurt was the idea. or maybe a func_door ( made with CLIP ) which goes down. crushes players doing … well u can make the dmg yourself. either of the 2.

But my problem is…

The room i’m going to make is not small… and smoke will allmost be turned off by any player.

The idea what i want to make:

( it’s kinda Sadistic )

A noob Torture room. with little cabin which fill with water, gas, of some poles go trough it to kill a noob xD

( MORE IDEA’s are welcome !!! )

So i wanted to make this gassy room… but i don’t know what to do… hmmm


(DerSaidin) #4

You could try something with waterfogvars (see any liquid shader).

I think that sets the color tint when your submerged in it.


(Diego) #5

A liquid shader would make your characters swim through the gas.

I did this a few months ago. I had a cave connnected to a Water Pump from Oasis. I used a volume fog shader on a brush to create the gas atmosphere in the cave. The allies had to repair the pump to suck the gas out of the cave. I used a trigger hurt to cause damage. But since I didn’t want to use the ripping sound effect for the barbed wire, I used a second trigger multiple to trigger the sounds.

What I ended up with was a trigger hurt triggering every second, and a sound effect triggering every 5 seconds. I used a sound byte of Beavis screaming for the Axis, and Butthead for the allies. It worked really well.

It was rather complicated for me to set up and I eventually scrapped the idea for my map. For the most part, it worked fine, but the volume fog shader conflicted with the main fog shader for the entire map so sometimes it would not show up at all.


(DerSaidin) #6

Ok, I would have thought “waterfogvars” just added the tint, and the animations/drowning from “surfaceparams water”.