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Wave like effect.


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Remy Lebeau
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Join Date: Dec 2009
Location: Sydney, Australia
Old 08-05-2013 , 03:07   Wave like effect.
Reply With Quote #1

I'm trying to create an effect that represents a wave of water coming out from a player into the distance.

I've tried using TE_BeamPoints, however they just don't really work...

I would REALLY love to get something like the effect in this picture (http://files.gamebanana.com/img/ss/prefabs/4499a.jpg) but instead of it being a trail that follows a player, it's a wave that flows out (it only has to last a second or so).

Any help appreciated!
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Blowst
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Join Date: Feb 2011
Location: Korea, Republic of
Old 08-05-2013 , 03:17   Re: Wave like effect.
Reply With Quote #2

Use env_spritetrail, func_rotating, and setparent

https://developer.valvesoftware.com/...nv_spritetrail
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Last edited by Blowst; 08-05-2013 at 03:18.
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Remy Lebeau
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Old 08-05-2013 , 03:19   Re: Wave like effect.
Reply With Quote #3

How would I use that to create a trail OUT from a player?

Basically I want to fire an effect out from a player, but I want it to look like that screenshot..


I'd settle for some way to create either a massive beam, or a cone that spreads out from the player

Last edited by Remy Lebeau; 08-05-2013 at 03:38.
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thetwistedpanda
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Old 08-05-2013 , 06:39   Re: Wave like effect.
Reply With Quote #4

How would this be used Remy? Is it, for example, something like a WCS effect that will extend from the player and carry on for some distance?
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Blowst
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Join Date: Feb 2011
Location: Korea, Republic of
Old 08-06-2013 , 00:26   Re: Wave like effect.
Reply With Quote #5

screenshots here

You may have to create many env_spirtetrail and func_rotating
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Last edited by Blowst; 08-06-2013 at 01:59.
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Remy Lebeau
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Join Date: Dec 2009
Location: Sydney, Australia
Old 08-06-2013 , 19:24   Re: Wave like effect.
Reply With Quote #6

Quote:
Originally Posted by thetwistedpanda View Post
How would this be used Remy? Is it, for example, something like a WCS effect that will extend from the player and carry on for some distance?
That's exactly it. I've created a race that has one particular skill that is a "Wave of water" that hits anyone (and everyone) in the player's view for a certain range. I'd love some sort of effect that represents that skill. In other words, a simple laser or beam isn't really enough, since I want to represent the mass of water coming out from the person.

Last edited by Remy Lebeau; 08-06-2013 at 19:25.
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thetwistedpanda
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Old 08-07-2013 , 21:50   Re: Wave like effect.
Reply With Quote #7

I'd go with https://developer.valvesoftware.com/wiki/Env_steam on an angle so it's shooting from the client as the easiest option. The best looking option though, would be to have a custom particle designed for you that emulates the effect.
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Remy Lebeau
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Join Date: Dec 2009
Location: Sydney, Australia
Old 08-07-2013 , 22:11   Re: Wave like effect.
Reply With Quote #8

Quote:
Originally Posted by thetwistedpanda View Post
I'd go with https://developer.valvesoftware.com/wiki/Env_steam on an angle so it's shooting from the client as the easiest option. The best looking option though, would be to have a custom particle designed for you that emulates the effect.

That looks really cool, thanks for the idea. I've only ever really worked with Temp Ents before, but some googling is bound to fix that

Last edited by Remy Lebeau; 08-07-2013 at 22:12.
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necavi
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Join Date: Sep 2010
Old 08-07-2013 , 22:13   Re: Wave like effect.
Reply With Quote #9

I would definitely recommend creating a particle effect, as long as it can be downloaded to the client. They are powerful and will dramatically reduce the networking necessary to do a lot of effects. (not to mention effort)
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Remy Lebeau
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Old 08-08-2013 , 00:37   Re: Wave like effect.
Reply With Quote #10

Quote:
Originally Posted by necavi View Post
I would definitely recommend creating a particle effect, as long as it can be downloaded to the client. They are powerful and will dramatically reduce the networking necessary to do a lot of effects. (not to mention effort)
Having had a brief look into creating particle effects, that seems to be a lot more work than using a env_steam entity!
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