• Motherfucking Explosions
    16 replies, posted
[url]http://www.constructivenews.net/?p=1014[/url]
Purdy.
I watched a Youtube vid on this about 2 weeks ago but wasn't sure when it would be released. Thanks for the heads up :)
Explosion effect is pretty nice. Script could be improved a lot by hooking to Gamemode.OnEntityCreated( ent ) instead of checking if an explosion exists and then replacing it in the Think function.
Michael Bay's wet dream
What is that post-processing effect I see? Edit: Okay got it.
I like his particles and these ones are superb.
:h: [editline]12th April 2011[/editline] [quote]Hopefully we’ll see more effects by this [b]genius[/b] soon![/quote] :h: :h:
[QUOTE=Clavus;29130455]Explosion effect is pretty nice. Script could be improved a lot by hooking to Gamemode.OnEntityCreated( ent ) instead of checking if an explosion exists and then replacing it in the Think function.[/QUOTE] Man, I don't know. I used a script from some guy (who I credited) who took the script from some other other guy (who I also credited) All I know how to do is make shiny things. If anyone were willing to give me some better code I would happily use it.
Woah, that looks awesome. It also reminds me that I haven't played GMod for almost a year now.
[QUOTE=The Vman;29137096]Man, I don't know. I used a script from some guy (who I credited) who took the script from some other other guy (who I also credited) All I know how to do is make shiny things. If anyone were willing to give me some better code I would happily use it.[/QUOTE] [lua]function Splode( ent ) if( ent:IsValid() and ent:GetClass() == "env_explosion" ) then local Pos = ent:LocalToWorld( ent:OBBCenter( ) ) ParticleEffect("dusty_explosion_rockets", Pos, Angle(0,0,0), nil) ent:Remove() end end hook.Add("OnEntityCreated", "Splode", Splode) [/lua] Should work.
[QUOTE=Clavus;29138955] Should work.[/QUOTE] So I just put that in place of the code I was originally using?
Definitely a nicer appeal to the eye then the default. -Also Vman: You should try to make a realistic muzzle flash pack, I know source isn't that friendly for such, but your last pack off explosions/muzzle flashes were quite nice.
[QUOTE=Imperfect;29139371]Definitely a nicer appeal to the eye then the default. -Also Vman: You should try to make a realistic muzzle flash pack, I know source isn't that friendly for such, but your last pack off explosions/muzzle flashes were quite nice.[/QUOTE] Like I said, if anyone knows how to attach a particle to the muzzleflash effect I would be happy to create one.
[QUOTE=Clavus;29130455]Explosion effect is pretty nice. Script could be improved a lot by hooking to Gamemode.OnEntityCreated( ent ) instead of checking if an explosion exists and then replacing it in the Think function.[/QUOTE] Can't you name the effect something like "impact_explosion" and caching it would override the effect if you have cl_new_impact_effects set to 1?
Wow, this looks pretty nifty. Going to try it out this weekend.
[QUOTE=The Vman;29139318]So I just put that in place of the code I was originally using?[/QUOTE] Yup, just overwrite everything in the gmod.lua with that (you should give that file a more unique name though, like vman_explosions.lua or something) [QUOTE=The Vman;29139723]Like I said, if anyone knows how to attach a particle to the muzzleflash effect I would be happy to create one.[/QUOTE] I could help out if you want. <-- Just add me on Steam
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