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ENV_SPLASH

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I got falling brushes that drop into the water progressively in my map. The water doesn't react to them so i looked up splash effects and only found the env_splash. I attempted executing it but it does NOTHING. Someone mentioned env_water_splash but no such entity was found.

What do I do here?

If there are working models of tiles that can cause splashes all on their own when dunked, that would be an acceptable substitute... If i could locate such models in hammer.

Just when I think I understand the system, it changes on me.

What are those brushes? are they func_physbox or prop_dynamic models maybe? Because I think if you use those, your water will react when they fall into it.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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I had a similar problem with physboxes. They kept floating on the surface instead of sinking. I used one trigger to dissolve !activors like cubes, one that killed !activators like physic objects and a trigger_hurt for the player.

I think all prop_dynamics cause splashes, because I once had a tile rubble pushed down into a pit and even though it had no collision model, the water splahed.

so just create a prop_dynamic and search for "panel".

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I am currently just using move_linears. In retrospect it was a poor choice for flooring. I guess i can make them the anchor to parent models, but unfortunately the size of tile i want doesn't exist. they are one size larger than catapult_panel_gibs_01.mdl

EDIT: I just looked up func_physbox it does exactly what I need it to. I will just change all the tiles properties to func_brush, shift+drag them down a square, change the copies to func_physbox and remove the use flag and alter the input to the originals to KILL. The tiles will fall ever so dramatically and splash like fish.

Thanks for the help

Just when I think I understand the system, it changes on me.

I don't understand what you said there. But if you just want to have the physboxes stay in place and only fall when you want to, you can just set them to "motion disabled" in the flags. Then have a trigger or whatever you want targeting them with the output "enable motion" or something similar. They will stay "frozen" until that moment and fall down like physical objects once motion is enabled.

oh that makes it way easier. I got an overload of friction errors that lagged the hell out of the game because they were still moving.

I never bothered to find out how to add outputs with triggers. What would be the correct way of adding such an output?

Just when I think I understand the system, it changes on me.

Yeah, if there are too many items crashing into each other, it can get too much to compute.

Thet trigger is easy: Create a box and select it, press CTRL+T and make it a trigger_once, go to the outputs and create a new one: OnTouch, Target Entity: your physboxes, Output: Enable Motion or whatever the exact name is.

edit: There are usually people in the Irc who can answer such questions, too.

i cant seem to get it to work. I think the line after addoutput might not be correct.

Just when I think I understand the system, it changes on me.

Here you go.

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