GoldenEye: Source Forums

Editing and Customization => Modding Help => Topic started by: teekay2010 on August 08, 2010, 07:13:29 pm

Title: Triggering Explosions
Post by: teekay2010 on August 08, 2010, 07:13:29 pm
How do you trigger a rolling explosion in a map? The traditional explosion entity doesn't seem to work with GES
Title: Re: Triggering Explosions
Post by: killermonkey on August 08, 2010, 11:23:04 pm
Interesting question....

Try using an env_explosion entity. You have to trigger the "Explode" input
Title: Re: Triggering Explosions
Post by: Mangley on August 08, 2010, 11:42:54 pm
I think in general the env_explosion entity is pretty borked in most Source games, the only instance I can think of it being used is the bomb sites in CS:S.

From what I understand, the rolling explosions in GE:S are a replacement for the HL2 rocket/grenade explosions, whilst the env_explosion entity actually produces a different kind of explosion entirely... Though I'd love to see a GE:S explosion entity that can be used in maps, that would be great, and pretty much essential in the future if singleplayer goes ahead.
Title: Re: Triggering Explosions
Post by: teekay2010 on August 09, 2010, 03:30:38 am
Yeah, env_explosion doesn't work with the default settings (unless there's some trick to make it work that I don't know about). I've setup a basic button and when you use it it triggers Explode. Sadly, nothing happens in game.

I'm pretty sure it's currently possible to trigger explosions without rockets/grenades. If I remember correctly... Silo has two re-explodable poisonous barrels at the top of a set of stairs. If you shoot them, they catch on fire, then explode in a rolling explosion.

I tried vmex so I could decompile ge_silo, but I'm running 64-bit Windows 7 and I'm having problems getting vmex to notice JRE. So no luck there.
Title: Re: Triggering Explosions
Post by: Mangley on August 09, 2010, 03:39:11 am
Those barrels are explodable props... that's not actually part of the map itself, nor is it controlled by the map, just a model that will explode if damaged enough.
Title: Re: Triggering Explosions
Post by: killermonkey on August 09, 2010, 03:43:44 am
I'll look into this. Rolling explosions spawn for any ingame explosion. It's a complete replacement to the HL2 explosion both in name and function. so if a prop is compiled to "explode" when takign too much damage it will spawn an explosion but really a GE explosion (rolling explosion). It's prolly some stupid initialization thing why you can't use the entity through hammer.
Title: Re: Triggering Explosions
Post by: CCsaint10 on August 09, 2010, 11:09:23 pm
wow, you just asked the same question I was having issues with a few days ago. I was trying to use env_explosion with no luck as a trigger...:( Km, if you could program something for this, i would love you. I was going to use it in my map....but at the moment I am without that ability. I would love you forever if you added an entity similar to how you did func_ge_precipitation. :)
Title: Re: Triggering Explosions
Post by: killermonkey on August 10, 2010, 01:20:43 am
The entity is there, there is just a disconnect in the triggering of it. I'll debug and make sure it works for v4.1
Title: Re: Triggering Explosions
Post by: coolDisguise on August 10, 2010, 01:33:01 am
Awesome - so we'll see exploding monitors in bunker etc.? :D
Title: Re: Triggering Explosions
Post by: Proxie on August 10, 2010, 02:48:57 am
already exploding monitors in kraids 3rd party bunker.
Title: Re: Triggering Explosions
Post by: CCsaint10 on August 10, 2010, 04:16:11 am
The entity is there, there is just a disconnect in the triggering of it. I'll debug and make sure it works for v4.1

I love you km. :)