Trigger_push towards a point/ scaling info_particle system
Posted Mar 16, 2012
I have a big room. When pressing a button, a big air stream shall suck everything of the room into one big hole in the middle of one wall. Therefore I need a trigger_push, which points towards a certain point, not along a direction. What I mean is: Whereever the object in the room has its starting position, it should nonetheless be sucked in fluently into the hole.
The second thing is the particle effect. It is broken_tube_suck, but I need it to be bigger. Is there any method to increase the size of a particle system?
Thank you for your help. ![]()
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Posted Mar 16, 2012
Replied
1 hour
later
Use point_push with negative magnitude. It will attract any physics props or entity to its origin. It will not attract parented objects - so if you want to keep some entities rooted, you can parent them temporarily to something static.
Posted Mar 16, 2012
Replied
1 hour
later
As or the particle system, maybe you could try putting several together. Or try and make a particle system in the alien swarm sdk and port it over? that might work.
Posted Mar 16, 2012
Replied
1 minutes
later
Spam Nugget wrote:
As or the particle system, maybe you could try putting several together. Or try and make a particle system in the alien swarm sdk and port it over? that might work.
if you want me to make one, ill make one later, you just need to pack it in a bsp if you ever release it.
EDIT: I made an edited version, but I can't upload it.
Posted Mar 17, 2012
Replied
12 hours
later
Hey, that's cool. Can you send it to "[email protected]" via email?
Posted Mar 17, 2012
Replied
2 hours
later
BrainstoneX wrote:
Hey, that's cool. Can you send it to "[email protected]" via email?
Ok, but how big do you want the area you want the particle to be? I only made it 128x128x128.
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Posted Mar 17, 2012
Replied
54 minutes
later
Hm. I would say ca. 3 times bigger scaled than the original. Or, if possible make it 512 long, 256 heigh and 256 wide, whereas the longest side is the distance from particle start to particle end, like it is with the normal broken_tube_suck.