H2SO4 Sulphuric Acid Deathtrap
Quote from protoborg on September 24, 2012, 3:25 pmI am working on the H2SO4 deathtrap someone suggested in my other thread. I am wondering if anyone has any ideas on how I might make the H2SO4, aka Sulphuric Acid, spray on the player when they enter the room. I have several pipes carrying the acid. What I need is to figure out how to get the "acid" to spray when the trigger activates. I can make water (toxic goo) appear to be flowing out of the pipes, but I have no idea how to make it spray. Any help would be appreciated.
I am working on the H2SO4 deathtrap someone suggested in my other thread. I am wondering if anyone has any ideas on how I might make the H2SO4, aka Sulphuric Acid, spray on the player when they enter the room. I have several pipes carrying the acid. What I need is to figure out how to get the "acid" to spray when the trigger activates. I can make water (toxic goo) appear to be flowing out of the pipes, but I have no idea how to make it spray. Any help would be appreciated.
Quote from FelixGriffin on September 24, 2012, 5:22 pmI can make a particle effect for you if you want, but it'll be a bit annoying to pack with your map.
I can make a particle effect for you if you want, but it'll be a bit annoying to pack with your map.
Quote from The_Butler on September 25, 2012, 1:18 amLittle Bendy took a drink, but he will drink no more, for what he thought was H2O, Was H2SO4
Little Bendy took a drink, but he will drink no more, for what he thought was H2O, Was H2SO4
Quote from protoborg on September 25, 2012, 2:04 amFelixGriffin wrote:I can make a particle effect for you if you want, but it'll be a bit annoying to pack with your map.I don't really need a particle effect. I was looking more for a way to make the "water" spray out of a pipe. Obviously, I can't make the player dissolve like an object does, but I can still make the "sulphuric acid" effect in some way so that when the player dies it looks like the were dissolved by the acid.
I don't really need a particle effect. I was looking more for a way to make the "water" spray out of a pipe. Obviously, I can't make the player dissolve like an object does, but I can still make the "sulphuric acid" effect in some way so that when the player dies it looks like the were dissolved by the acid.
Quote from Lpfreaky90 on September 25, 2012, 3:02 amThe water spraying out of a pipe will probably be a particle effect: it allows a nice effect where you can get the water spray out of a pipe.
As for water rising due to the stuff coming out of the pipes, use a func_water_analog, the trigger that enables the particle effect should also open the func_water analog.
To damage the player, use a trigger hurt parented to the func_water_analog.
The water spraying out of a pipe will probably be a particle effect: it allows a nice effect where you can get the water spray out of a pipe.
As for water rising due to the stuff coming out of the pipes, use a func_water_analog, the trigger that enables the particle effect should also open the func_water analog.
To damage the player, use a trigger hurt parented to the func_water_analog.
Quote from protoborg on September 25, 2012, 11:53 amLpfreaky90 wrote:The water spraying out of a pipe will probably be a particle effect: it allows a nice effect where you can get the water spray out of a pipe.As for water rising due to the stuff coming out of the pipes, use a func_water_analog, the trigger that enables the particle effect should also open the func_water analog.
To damage the player, use a trigger hurt parented to the func_water_analog.
Thank you for the help. That is not a bad idea.
FelixGriffin wrote:I can make a particle effect for you if you want, but it'll be a bit annoying to pack with your map.I would appreciate that. I will find some way to package the effect into the level.
As for water rising due to the stuff coming out of the pipes, use a func_water_analog, the trigger that enables the particle effect should also open the func_water analog.
To damage the player, use a trigger hurt parented to the func_water_analog.
Thank you for the help. That is not a bad idea.
I would appreciate that. I will find some way to package the effect into the level.
Quote from HMW on September 25, 2012, 1:28 pmAn info_particle_system set to "sprinkler_jet" makes a pretty convincing liquid spray effect.
There is also "sprinkler_ring", which produces some nice vapour clouds and falling drops. But you have to experiment with the positioning for that one, since the drops fall in a big circle. (It's from the sprinkler system in Wheatly's "lair".)
An info_particle_system set to "sprinkler_jet" makes a pretty convincing liquid spray effect.
There is also "sprinkler_ring", which produces some nice vapour clouds and falling drops. But you have to experiment with the positioning for that one, since the drops fall in a big circle. (It's from the sprinkler system in Wheatly's "lair".)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from protoborg on September 27, 2012, 11:50 amhttp://steamcommunity.com/sharedfiles/filedetails/?id=99287868
This happens every time I run the chamber. Any idea why?
http://steamcommunity.com/sharedfiles/filedetails/?id=99287868
This happens every time I run the chamber. Any idea why?

Quote from josepezdj on September 27, 2012, 11:58 amWhat water material are you using? is it a custom one? could you post the .vmt content?
What water material are you using? is it a custom one? could you post the .vmt content?
Quote from protoborg on September 27, 2012, 12:12 pmjosepezdj wrote:What water material are you using? is it a custom one? could you post the .vmt content?I am using nature/toxicslime002a. It can be found under "toxic" in the texture browser.
I have tried simply texturing the top face of the func_water_analog and the same issue occurs. I shrank the func_water_analog down to 32x32x128 and the mysterious plane disappeared. As soon as I put a brush that covered the entire room the plane reappeared. It is so annoying.
I am using nature/toxicslime002a. It can be found under "toxic" in the texture browser.
I have tried simply texturing the top face of the func_water_analog and the same issue occurs. I shrank the func_water_analog down to 32x32x128 and the mysterious plane disappeared. As soon as I put a brush that covered the entire room the plane reappeared. It is so annoying.