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Constant Gas Stim


Springheel

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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

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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

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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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.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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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?

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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.

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  • 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.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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