H2SO4 Sulphuric Acid Deathtrap

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protoborg
288 Posts
Posted Sep 24, 2012
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.
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FelixGriffin
2,680 Posts
Posted Sep 24, 2012
Replied 1 hour later
I can make a particle effect for you if you want, but it'll be a bit annoying to pack with your map.
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The_Butler
31 Posts
Posted Sep 25, 2012
Replied 7 hours later
Little Bendy took a drink, but he will drink no more, for what he thought was H2O, Was H2SO4
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protoborg
288 Posts
Posted Sep 25, 2012
Replied 46 minutes later

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.

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Lpfreaky90
2,842 Posts
Posted Sep 25, 2012
Replied 57 minutes later
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.

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protoborg
288 Posts
Posted Sep 25, 2012
Replied 8 hours later

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.

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HMW
806 Posts
Posted Sep 25, 2012
Replied 1 hour later
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".)
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protoborg
288 Posts
Posted Sep 27, 2012
Replied 1 day later
http://steamcommunity.com/sharedfiles/filedetails/?id=99287868
This happens every time I run the chamber. Any idea why?
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josepezdj
2,386 Posts
Posted Sep 27, 2012
Replied 7 minutes later
What water material are you using? is it a custom one? could you post the .vmt content?
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protoborg
288 Posts
Posted Sep 27, 2012
Replied 14 minutes later

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.

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josepezdj
2,386 Posts
Posted Sep 27, 2012
Replied 2 hours later
I think you may be having some kind of weird effect because of the reflections. The source engine can't do reflections in real time for moving water, so for your func_water_analog. I you haven't done yet, you should place an env_cubemap over the water (use the "Pick..." button to assing to "brush faces" the top of your water volume) and then build cubemaps. Try and check if that could be the problem.

protoborg wrote:
I have tried simply texturing the top face of the func_water_analog and the same issue occurs

I'm assuming you are texturing ONLY the top face, do not texture the rest!

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HMW
806 Posts
Posted Sep 30, 2012
Replied 3 days later
Also pick a texture that is compatible with func_water_analog. The normal water textures will not work with it!

(Check the func_water_analog VDC page for details.)