• Spawn Large Explosion
    4 replies, posted
Hi. I'm looking to spawn a large explosion using Lua. I know there is this Create("env_explosion"), but no matter the iMagnitude, it is still the same "small" explosion effect. I'm looking to spawn something like the TF2 Cart Bomb Explosion (although it's not coming out of a well). Is there a large explosion template I can call, or can I poke a trigger into a Nuke Pack, or is there some tutorial on creating large custom explosions? Any help would be appreciated.
would have to be done through particle effects. dont have much experience with them myself, but here's a few resources that might give you some insight: [url]http://facepunch.com/showthread.php?t=883304[/url] [url]http://wiki.garrysmod.com/page/Category:EFFECT_Hooks[/url] might also be worth looking at how gbombs renders the particles as a reference, as they all have pretty huge explosions using custom particles: [url]https://github.com/baldursgate3/gbombs5[/url] (each bomb has an ENT.Effect value which is the name of the custom particle, and is used within the script to create the particle effect when it explodes)
Well, that first link seems to talk about -tools and a particle editor which doesn't seem to exist in Gmod 13 (2015.25.03). Had a look at the second link, looked as much as I could on how to implement or trigger that little script, but both EFFECT and ParticleEmitter weren't considered global values (attempt to call global 'ParticleEmitter' (a nil value)). When looking in the gbombs, I saw that they were calling pcf files, which I'm guessing are created using the Particle Editor, which I can't get a hold of. I saw a [url=http://steamcommunity.com/sharedfiles/filedetails/?id=148604160]Custom Particle Editor[/url] which I'm guessing is to replace what was "lost", but when installed it seemed to take away quite a few options from addons and I couldn't get it to run.
[QUOTE=Edward256;47845932]Well, that first link seems to talk about -tools and a particle editor which doesn't seem to exist in Gmod 13 (2015.25.03). Had a look at the second link, looked as much as I could on how to implement or trigger that little script, but both EFFECT and ParticleEmitter weren't considered global values (attempt to call global 'ParticleEmitter' (a nil value)). When looking in the gbombs, I saw that they were calling pcf files, which I'm guessing are created using the Particle Editor, which I can't get a hold of. I saw a [url=http://steamcommunity.com/sharedfiles/filedetails/?id=148604160]Custom Particle Editor[/url] which I'm guessing is to replace what was "lost", but when installed it seemed to take away quite a few options from addons and I couldn't get it to run.[/QUOTE] If you have episode 2, you can open up its particle editor by adding "-tools -nop4" to its launch options. That's how I create particle effects for GBombs 5 and GFireworks
Ah. Thank you. Trying to get the hang of things, but it ain't easy when most of the particles from the game(s) (especially explosions) seem to crash. Trying to load some to study. Following Empty_Shadow's tutorial, I got white puffs that didn't seem to fade. But now that I know the Particle Editor Does work (in some cases) I'm sure there are enough tutorials out there to help me in creating explosions and other effects.
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