Smoke...


(Futan) #1

ive tried like everything i can think of using both target_smoke and target_effect entities in both the map im working in and a test map but no matter what the smoke never shows. tried turning it on thru scripts, func_timer, and just the little checkbox but it never works. any help is appreciated. thank you.


(Loffy) #2

/cg_wolfparticles 0 in console removes smoke. make sure you have it set on 1 to see your smoke effects in the game.
Check out http://user.tninet.se/~fzo823r/smoke.htm .


(Futan) #3

lol thatsit thanks XD


(Loffy) #4

You’re welcome!
Now, make some uber-cool maps!
//L.


(shagileo) #5

BUMP

Ok, I know I’ve been Bumping a lot lately, but I got these sweat ideas and I wonder if I can make them happen.
It’s pointless to start a new thread if it exists already, so here I go:

is it possible to trigger the smoke at certain periods?
So when you play the map, you see smoke exiting a chimney every, let’s say, 3 minutes, fully automatically?

Basic construction:

  • Map begins : no smoke
  • 3 minutes later: chimney starts to smoke:

******** ===> smoke
.******.
…**


…/ ==>(poorly) improvised chimney
.|…|
.|…|
.|…|

  • after a few seconds smoke stops
  • 3 minutes later smoke starts again.

I’ve seen it happen in the SuperGoldrush map (if I’m not mistaking), when the whole map is flooded with black smoke. I want to recreate a similar effect. I’ve taken a look at the .script and .map file of the map, but didn’t find a thing… was it just an illusion then? :confused:

thx,


(eiM) #6

well you could have a look at the tankscript of goldrush… the tank smokes when damaged so that smoke must move…
Now you can make a script which moves your smoke out of the map and in again etc and that takes about 3mins :stuck_out_tongue:


(Avoc) #7

[QUOTE=shagileo;182085]BUMP

Ok, I know I’ve been Bumping a lot lately, but I got these sweat ideas and I wonder if I can make them happen.
It’s pointless to start a new thread if it exists already, so here I go:

is it possible to trigger the smoke at certain periods?
So when you play the map, you see smoke exiting a chimney every, let’s say, 3 minutes, fully automatically?

Basic construction:

  • Map begins : no smoke
  • 3 minutes later: chimney starts to smoke:

******** ===> smoke
.******.
…**


…/ ==>(poorly) improvised chimney
.|…|
.|…|
.|…|

  • after a few seconds smoke stops
  • 3 minutes later smoke starts again.

I’ve seen it happen in the SuperGoldrush map (if I’m not mistaking), when the whole map is flooded with black smoke. I want to recreate a similar effect. I’ve taken a look at the .script and .map file of the map, but didn’t find a thing… was it just an illusion then? :confused:

thx,[/QUOTE]

Of course it is, take a look at the breakout2 script if you’ve downloaded the map, especially note the bunker barricade part where after the bunker has been destroyed by the axis, small puffs of smoke appear and dissappear again. I am pretty sure its just a simple “alertentity” trigger, though I know nothing of scripting! =D


(isbowhten) #8

i dont know if the smokes are some part of other entites , if they have same scriptnames as 1 another entity then alertentity also will be exectuted once more, so i would use start_on spawnflag and setstate command, then Nothing can get wrong…
every 3 mins??? ofc with a func_timer.
a func_timer fires its targets so you can just target the first timer (starts on) at a target_script_trigger for setstate command and alertentity command to stop current timer AND target at the second timer (NOT start on)that now will define the time how long the smoke shall be there,
he targets also a target_script_trigger with setstate command and alertentity to stop that timer AND also targets the first timer aswell … so they activate themselves in a loop!