Objects triggured by explosions... Created 17 years ago2006-11-04 20:13:52 UTC by a a

Created 17 years ago2006-11-04 20:13:52 UTC by a a

Posted 17 years ago2006-11-04 20:13:52 UTC Post #201927
You know that level in Half Life (1) where you are in the ordnance storage facility, and if you set of an explosive of any kind, let it be grenade, tripmine or ARGrenade, it triggers the multisource that ends the level.

What entities are they using that trigger the "end entities" as i shall dub them - when an explosion goes off. Fair enough, its easy to do with teh tripmines, but how do they make it trigger if handgrenades, ARGrenades or satchells are used?
Posted 17 years ago2006-11-04 20:44:58 UTC Post #201928
The explosion will only happen if one of the tripmines blow up, and it just so happens that when you throw a grenade/satchel/whatever, it's really hard to not have it set off a tripmine. There's no way, short of coding, that would allow you to trigger something by just setting off an explosive weapon.
Posted 17 years ago2006-11-04 20:48:17 UTC Post #201930
What he said.

As for what is actually triggered, its a bunch of env_explos and an env_shake with a white env_fade and a trigger_loadsaved.
Posted 17 years ago2006-11-04 22:27:23 UTC Post #201935
That's done with a multimanager. You can't make that happen with something like a grenade unless its button but even then the button would have to be able to be triggered by being shot as well.
Posted 17 years ago2006-11-05 06:17:39 UTC Post #201978
If you want anything to set it off just put a load of breakables around. An exsplosion will break them and they can trigger whatever on break.
You must be logged in to post a response.