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Constant Gas Stim


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#1 Springheel

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Posted 02 April 2018 - 08:45 AM

I'm trying to create the equivalent of a gas leak in a pipe.  I basically want to create a gas arrow stim that is constant, doesn't change size, and has no graphic (particles handled separately), but causes the player to cough and take damage if they remain in its bounds.

 

I can't get it to work (nothing at all happens), and assume I'm doing something wrong with the s/r.

 

What am I doing wrong below?

 

      "sr_class_6"   "S"
    "sr_type_6"                "20"        // STIM_GAS -> script/tdm_stim_response.script
    "sr_radius_6"            "75"        // Radius in Doom 3 units
    "sr_magnitude_6"            "0.1"
    "sr_state_6"            "1"
    "sr_falloffexponent_6"    "1"
    "sr_time_interval_6"    "330"        // stim check is made every 330 ms
 



#2 Obsttorte

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Posted 02 April 2018 - 09:33 AM

Try increasing or removing the magnitude setting. In addition, the gas arrow result additionaly uses a setting called sr_radius_final. Maybe that's neccessary for it to work properly. Here are the settings used by the gas arrow result:

    "sr_type_1"                "20"        // STIM_GAS -> script/tdm_stim_response.script
    "sr_radius_1"            "15"        // Radius in Doom 3 units
    "sr_radius_final_1"        "70"        // Max radius
    "sr_state_1"            "1"
    "sr_falloffexponent_1"    "1"
    "sr_duration_1"            "7000"        // lasts for 7 seconds (is roughly the same as the particle effect)
    "sr_time_interval_1"    "330"        // stim check is made every 330 ms

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#3 Obsttorte

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Posted 02 April 2018 - 09:39 AM

Just checked the code. Radius is the starting radius and radius_final the end radius. The radius grows from the start towards the end value over the time span defined in duration.


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#4 Bikerdude

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Posted 02 April 2018 - 09:39 AM

"sr_duration_1"            "7000"        // lasts for 7 seconds (is roughly the same as the particle effect)

Or how about extend the duration and just target the func_emitter from a trigger on a timer



#5 Obsttorte

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Posted 02 April 2018 - 09:42 AM

He don't need duration, as it should be continuous. I would bet it is the magnitude that needs increasing.


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#6 Springheel

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Posted 02 April 2018 - 09:53 AM

Just checked the code. Radius is the starting radius and radius_final the end radius. The radius grows from the start towards the end value over the time span defined in duration.

 

Right, so if you just use a radius value, then it should be a constant size?  Or do you still need a radius_final? 

 

I'll try adjusting the magnitude.

 

edit:  Nope, setting it to 1 didn't seem to change anything.  I also tried adding radius_final, but no luck there either.

 

Ah, I think the problem was the radius.  It was lying on the floor, and with a radius of 70 I guess it didn't reach the player's mouth.   Increasing the radius gets it working.

 

I don't suppose there's a way to move the origin of the stim? 



#7 kingsal

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Posted 02 April 2018 - 11:25 AM

If you are def attaching the stim you can offset it this way.

"def_attach1"						"gas"
"pos_attach1"						"gas"
"attach_pos_name_1"					"gas"
"attach_pos_origin_1"				"0 0 0"	 //offset origin

Otherwise, thats a good question. Would be curious to know as well.



#8 demagogue

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Posted 02 April 2018 - 12:12 PM

Attach it to an invisible dummy object and move the object around maybe.


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#9 Obsttorte

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Posted 03 April 2018 - 04:58 PM

 

  • Right, so if you just use a radius value, then it should be a constant size?  Or do you still need a radius_final?
  • I don't suppose there's a way to move the origin of the stim? 
  • Correct
  • What demagogue wrote. If you are going to use it several times using a combined entity as proposed by kingsal will be of help, though.

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