How to make an EXPLOSION?


(TNCK) #1

I am blowing up a tank in the map I am working on.

I have a 2nd tank shooting the first tank from behind. As it works now, the first tank vanishes exactly the way I want it to, and there is enough damage done in the immediate area from the “shrapnel”.

What I am trying to do is make an explosion. By explosion I mean a big ball of fire roughly the magnitude of 5 or 6 panzer explosions.

If anybody has any ideas about how to create such a blast, please let me know.

Thanks again,
:clap:


(Drakir) #2

use a “target_effect”


(Irrelevant) #3

Or several. Maybe also some func_debris, if you can work out how to use it.


(redfella) #4

Theoritically it would be possible to create an explosion with shaders. But this would require you to a) create some textures and b) write a correct shader. The textures would be easy, but the shaders may not be.

Not sure what else to tell ya. -I wouldn’t know how to write a shader for this effect.


(TNCK) #5

I went with the target_effect.

I think I set up about 6 of them using the TNT spawnflags… makes a nice big boom and a whole lotta fire. :chef:

Thanks for the help.
:drink:


([MOS]StiloMAN.pl) #6

hi,

How to start this big boom from script.


(S. Monkey) #7

An aside, not really related to the mapping part but:

If you are blowing up a tank you probably want to leave some large brushes behind. A tank usually weighs 50 tonnes or more, so even if you blow one up with another tank, there will be quite a lot of it left.


([MOS]StiloMAN.pl) #8

ehhhhhh
:banghead:

I have tank which damage big gates.
That’s part of my script…


trigger pozycja1
	{
		accum 1 abort_if_not_equal 0 
		gotomarker pozycja2 128 wait
                    faceangles 0 -90 0 1000 
                gotomarker pozycja3 128 wait
                    faceangles 0 180 0 1000 
                gotomarker pozycja4 128 wait



                    faceangles 0 45 0 1000

// there I want to put line, which will be activating target_effect
// target_effect have key "targetname" and value "effect_1"
// for example:  activate effect_1
// or effect_1 boom  :clap: 

                                    wm_announce "^TElectric gates has been damaged"                  
                    setstate electro_wall_1 invisible
                    setstate electro_wall_2 invisible
                    setstate electro_wall_3 invisible
                    setstate electro_wall_x invisible
                    setstate electric_fence invisible




                gotomarker pozycja5 128 wait
                    faceangles 0 90 0 1000
                gotomarker pozycja6 128 wait
                gotomarker pozycja7 32 wait
                gotomarker pozycja8 32 wait
                    faceangles 0 180 0 1000
                gotomarker pozycja9 32 wait
		trigger przycisk przycisk_out
		accum 1 set 1 


(FireFly) #9


// there I want to put line, which will be activating target_effect
// target_effect have key "targetname" and value "effect_1"
// for example:  activate effect_1
// or effect_1 boom  :clap: 

I think you are looking for this line" alertentity effect_1 "
for example if you have created a target_effect entity with the key:scriptname and the value:effect_1


([MOS]StiloMAN.pl) #10

thanks for all
:d