Making a cold environment map

MoonFox

L10: Glamorous Member
Mar 17, 2015
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An old idea I tried to work on, where if you stay outside long enough, you start taking a little damage. Also to note, you have a breath particle.
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
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I dont think it would be good idea anyway
This would fit as a hazard for picking a full healthkit or something like that.
Like, you exit the building to a small outdoor part of the map and start freezing to death (although the FREEZE damage counts as TRAIN damage)
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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I made good engineer spots uncovered and in the open, also the nifty thing, it keeps spies visible in the open. so, how would I make it work? tie a damage output to a weather effect?
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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74
This would fit as a hazard for picking a full healthkit or something like that.
Like, you exit the building to a small outdoor part of the map and start freezing to death (although the FREEZE damage counts as TRAIN damage)
oh, btw; the map is very open, with few indoor areas (ATM)
 
S

saph

Also, It would have to be extremely obvious that outdoors would damage you, otherwise it would just be annoying
Personally, I'd have really thick snow falling down if you wanted to cold environment to damage the player. This could lead to many issues with visibility and optimization, especially if the map is very open. I'd say use the buildings or develop the map in a way (as always) so there are natural barriers to split visleafs along.

I made good engineer spots uncovered and in the open, also the nifty thing, it keeps spies visible in the open. so, how would I make it work? tie a damage output to a weather effect?
The problem with any map using this is that you would have trigger_hurts blocked out in weird shapes to work with the building and map flow. Try playing around with the different tigger_hurt damage types to see if you can stop the blood particles, if not, a point_servercommand might work, but r_drawparticles would disable regular hit particles. (I thought you could disable them, but I don't remember how to do so. It might be possible with OnHurtPlayer. Also, a trigger_multiple could make the command 'hurtme <intvalue>' run, but sv_cheats would need to be set to 1, making it risky. Check the Damage Types Page and see if any of those don't have blood particle effects on hurt.)
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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I wonder, if we could make a custom freeze damage effect that shows snowflakes instead of a train when you die by frostbite? be a neat mechanic to add to frozen maps that want to be cold (it would mean I can go back to the original alpine skybox instead of the barnblitz one)


and post note, I figure I can have a timer set, that it affects all inside the trigger hurt; the only problem is, how to make it reset and affect everyone differently
 
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EmNudge

L4: Comfortable Member
Sep 23, 2015
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I wonder, if we could make a custom freeze damage effect that shows snowflakes instead of a train when you die by frostbite? be a neat mechanic to add to frozen maps that want to be cold (it would mean I can go back to the original alpine skybox instead of the barnblitz one)


and post note, I figure I can have a timer set, that it affects all inside the trigger hurt; the only problem is, how to make it reset and affect everyone differently
effect everyone differently s in class based? you can use filter_activator_class for that.
resetting as follows:

put a trigger_multiple around the area.
have the trigger_multiple, at OnStartTouch add one to a math_counter which, upon hitting that number, starts the timer. once the timer hits its max it enables the trigger_hurt.

upon leaving the trigger_multiple have it remove 1 from the math_counter, hitting 0 - its min, which disables the timer.

affect everyone differently as in player per player based, no matter which class or team, must be done strictly using a sourcemod plugin, mapping cannot do that.
 

Egan

aa
Feb 14, 2010
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affect everyone differently as in player per player based, no matter which class or team

It is possible to do this with Booj's associative entities, but it's way more work than it's worth for the time being - just a concept at this stage.

There totally is the damage type 'Drown' though, which flashes the screen blue. Could simply do a trigger_hurt outside that damages every 2 seconds with 'Drown' for 3 damage each, etc. Something not so annoying like every second, but noticeable still. Maybe down the line you can use the associative entities if you really need to - but I wouldn't until at least late alpha.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
There totally is the damage type 'Drown' though, which flashes the screen blue. Could simply do a trigger_hurt outside that damages every 2 seconds with 'Drown' for 3 damage each, etc. Something not so annoying like every second, but noticeable still. Maybe down the line you can use the associative entities if you really need to - but I wouldn't until at least late alpha.

hmm, it may flash blue, but it would confuse the player when they die. In my honest opinion, I think yea, late developmental project, but how would we implement the slash sound effect, over with a ice sound effect, with a screen filter; that once it fills up, you die.