Car Explosions: Difference between revisions
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==Introduction== | ==Introduction== | ||
In this tutorial | In this tutorial, I'm will explain how to blow up cars with smoke, explosions and nice effects. | ||
You need to have the basic knowledge of the | You need to have the basic knowledge of the Hammer Editor. | ||
This tutorial is not hard to follow, it is so easy that I figured it out as soon as I discovered the [[trigger_push]]. | This tutorial is not hard to follow, it is so easy that I figured it out as soon as I discovered the [[trigger_push]]. | ||
==The Car== | ==The Car== | ||
To start, create a [[prop_physics_override]] | |||
* '''Name:''' Car1 | * '''Name:''' Car1 | ||
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* '''MinDamageToHurt:''' 90 (I'll explain later) | * '''MinDamageToHurt:''' 90 (I'll explain later) | ||
There you have your car; put it | There, you have your car; put it ABOVE the ground. | ||
To do more realism and more fun, we are going to put a fuel tank that blows the car if we shoot it. | To do more realism and more fun, we are going to put a fuel tank that blows the car if we shoot it. | ||
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* '''Parent:''' Car1 | * '''Parent:''' Car1 | ||
* '''MaterialType:''' Metal | * '''MaterialType:''' Metal | ||
You may want to make it circular or something. | |||
==The Effects== | ==The Effects== | ||
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Now the explosions and smoke. | Now the explosions and smoke. | ||
Create 5 [[env_explosion]] and put them at the 5 points of the car, like on a die. | Create 5 [[env_explosion]] and put them at the 5 points of the car, like on a die. (Sides, front, back, and bottom.) | ||
* '''Name:''' ExplosionCar1 | * '''Name:''' ExplosionCar1 | ||
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==The Thrust== | ==The Thrust== | ||
We got explosions, | We got explosions and physexplosions, but not enough to make a car fly! It's too heavy! | ||
So, create a brush at the center of your car, make it big enough to cover all the top of it, and it must start from the bottom of the car. | So, create a brush at the center of your car, make it big enough to cover all the top of it, and it must start from the bottom of the car. | ||
Make it the trigger texture and TieToEntity [[trigger_push]]. | Make it the trigger texture and TieToEntity [[trigger_push]]. | ||
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==The Outputs== | ==The Outputs== | ||
Okay, we got this mess, but nothing works! | |||
We must create the outputs! | |||
First, go in the car's properties. | First, go in the car's properties. | ||
Remember the MinDamageToHurt? It makes the car ignore all damage less than 90. | Remember the MinDamageToHurt? It makes the car ignore all damage less than 90. | ||
And 90 is the perfect amout for grenades, rocket but | And 90 is the perfect amout for grenades, rocket but no other gun! | ||
So, in the Outputs of the car, put: | So, in the Outputs of the car, put: | ||
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Okay, I'll explain what we just did. | Okay, I'll explain what we just did. | ||
We made that the car ignore damage less than 90, so if a damage ABOVE 90 is | We made that the car ignore damage less than 90, so if a damage ABOVE 90 is applied to the car, the explosions blow, the smoke starts, the fuel tank gets destroyed and the trigger push forgets his parents (if we leave him parented to car1, the trigger would follow the car as long as it goes up and it would never end). | ||
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|} | |} | ||
You may wonder why I didn't put an output to disable the car outputs in case the fuel tank blows! | You may wonder why I didn't put an output to disable the car outputs in case the fuel tank blows! | ||
Because the explosions inflict the damage to the car, so it happens TWICE :-D | Because the explosions inflict the damage to the car, so it happens TWICE :-D | ||
Now | Now compile the map and test it, watchout where the car falls :P | ||
[[Category:Level Design]][[Category:Tutorials]] | [[Category:Level Design]][[Category:Tutorials]] |
Revision as of 21:23, 4 January 2006
Introduction
In this tutorial, I'm will explain how to blow up cars with smoke, explosions and nice effects. You need to have the basic knowledge of the Hammer Editor. This tutorial is not hard to follow, it is so easy that I figured it out as soon as I discovered the trigger_push.
The Car
To start, create a prop_physics_override
- Name: Car1
- World Model: (In the prop_vehicles folder, choose a car with a physic model.)
- MinDamageToHurt: 90 (I'll explain later)
There, you have your car; put it ABOVE the ground.
To do more realism and more fun, we are going to put a fuel tank that blows the car if we shoot it.
Create a brush on the car where you want the fuel tank, choose a good texture for a fuel tank and make the fuel tank func_breakable.
- Name: FuelTankCar1
- Parent: Car1
- MaterialType: Metal
You may want to make it circular or something.
The Effects
Now the explosions and smoke.
Create 5 env_explosion and put them at the 5 points of the car, like on a die. (Sides, front, back, and bottom.)
- Name: ExplosionCar1
- Parent: Car1
- Magnitude: 100
Then create an env_physexplosion at the center of the car.
- Name: PhysExplosionCar1
- Parent: Car1
- Magnitude: 500
Now, create an env_smokestack where you want the smoke to be, the engine is the better place :)
- Name: SmokeCar1
- Parent: Car1
- Color: Choose it :P
The Thrust
We got explosions and physexplosions, but not enough to make a car fly! It's too heavy! So, create a brush at the center of your car, make it big enough to cover all the top of it, and it must start from the bottom of the car. Make it the trigger texture and TieToEntity trigger_push. Now make the trigger go as high as you want your car to fly.
- Name: PushCar1
- Parent: Car1
- PushDirection: Up
- StartDisabled: Yes
- Speed: 1500
- Flags: OnlyOnce, Physics, Pushables
Okay thats it for the trigger push, check that the Client flag is NOT enabled.
The Outputs
Okay, we got this mess, but nothing works! We must create the outputs!
First, go in the car's properties.
Remember the MinDamageToHurt? It makes the car ignore all damage less than 90. And 90 is the perfect amout for grenades, rocket but no other gun!
So, in the Outputs of the car, put:
Okay, I'll explain what we just did. We made that the car ignore damage less than 90, so if a damage ABOVE 90 is applied to the car, the explosions blow, the smoke starts, the fuel tank gets destroyed and the trigger push forgets his parents (if we leave him parented to car1, the trigger would follow the car as long as it goes up and it would never end).
Now the car is done, what about the Fuel Tank?
Well just copy the outputs of the car and change the OnHealthChanged to OnBreak, like this:
You may wonder why I didn't put an output to disable the car outputs in case the fuel tank blows!
Because the explosions inflict the damage to the car, so it happens TWICE :-D
Now compile the map and test it, watchout where the car falls :P