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H2SO4 Sulphuric Acid Deathtrap

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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.

Wow! That was...uh, yeah. Just, yeah.

I can make a particle effect for you if you want, but it'll be a bit annoying to pack with your map.

Falsi sumus crusto!

Little Bendy took a drink, but he will drink no more, for what he thought was H2O, Was H2SO4

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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 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.

Wow! That was...uh, yeah. Just, yeah.

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.

Lpfreaky90 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.

Wow! That was...uh, yeah. Just, yeah.

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".)

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

http://steamcommunity.com/sharedfiles/filedetails/?id=99287868
This happens every time I run the chamber. Any idea why?

Wow! That was...uh, yeah. Just, yeah.

What water material are you using? is it a custom one? could you post the .vmt content?

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]
josepezdj 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.

Wow! That was...uh, yeah. Just, yeah.
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