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| Creating a jolt/shaking effect in the source engine (Forums : Coding & Scripting : Creating a jolt/shaking effect in the source engine) | Post Reply | |
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| Jul 22 2008, 5:28pm Anchor | ||
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Hey guys, A couple of my designers and I are trying to figure out how to add a jolt or shakiness to a certain part of the level for Grayshot in the source engine. We're still working on perfecting this capability, but does anyone have any ideas on how this jolt or shakiness can be executed? I'm thinking that its a matter of a trigger radius causing a jolt near a certain object to give the illusion of like a tremor happening. Am I wrong or does anyone know a better way of how we can simulate this jolt/shake? The situation is, you are in a sewer and the grayshot monster is walking overhead. We want to give the illusion that the top of the sewer would jolt or shake, perhaps a loose pipe would fall or a loose overhead light. Thoughts are appreciated. Tks, Edited by: grayshot |
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Jul 22 2008, 5:46pm Anchor | |
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In hammer add a trigger to where you want the player to make the shake happen and name it somelike like omfg run earthquake or idk trigger 1, then make a env_shake and make the radius w/e you want then adjust the shit to what you want, name it like shake1 or something, use the flags gloabl shake and and I havnt used "physics before but you could try that and see how it comes out. For a falling pipe, make a prop_phys_overide or just plane prop_phys, use the flag start motion disabled, name it like pipe1, then go back to your trigger brush make an ouput of: OnStartTouch Hope this helps a bit and gl with mod! |
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| Jul 22 2008, 5:56pm Anchor | ||
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