Detect Airblast?

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TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
I know it's possible through the use of things like func_breakable to detect whenever players use damaging attacks, even down to the different damage types, but is there any way to detect non-damaging attacks against props or brushes? Stuff like airblasts, or jarate, or mad milk. That sort of thing.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
I'm bumping this thread for you. I think knowing how to do this would be beneficial for a lot of mappers, especially those looking into making custom gamemode, training, or pyro-jumping maps.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
I don't think this is possible in Hammer. I think it would take a SourceMod plugin.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Huh. Oh, well.
 

chemelia

yndersn't
aa
May 11, 2014
406
619
You miiiiight be able to hack a funky system for detecting airblasts if you get a tf_point_weapon_mimic and set it to spawn an invisible(model set to empty.mdl) rocket with 0 velocity(if you can do that) and then have a func_breakable behind it, filtered to only break from explosive damage. This system is obviously unpredictable and you'd have to rely on no soldiers or demomen shooting the wall.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Bumping this thread because I'm interested to know, and there have been updates since the last post. Speaking of which:
You miiiiight be able to hack a funky system for detecting airblasts if you get a tf_point_weapon_mimic and set it to spawn an invisible(model set to empty.mdl) rocket with 0 velocity(if you can do that) and then have a func_breakable behind it, filtered to only break from explosive damage. This system is obviously unpredictable and you'd have to rely on no soldiers or demomen shooting the wall.
How does that help detect an airblast? All it would pick up is a explosion from a rocket, not a pyro's airblast.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
How does that help detect an airblast? All it would pick up is a explosion from a rocket, not a pyro's airblast.
Since it's the airblast that gives the rocket the speed to impact the func_breakable. Nothing else can do that.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
That would still detect the explosion of a rocket, not an airblast. It would be like detecting the ripple on a pond, not the stone that caused the ripple.
Well it's the only thing that can be done afaik. It's a Source limitation.

Also, off topic: somehow I'm a veteran now.
 

Egan

aa
Feb 14, 2010
1,375
1,720
I was thinking, btw, that it could be possible to use an env_microphone to detect a certain sound, but it appears you can only filter to specific entities. I tried setting one up to detect the flamethrower entity - and then possibly only loud noises (like an airblast) - but the filter didn't seem to work. The entity did function detecting player walk noises in the radius - so it functions at least.

Might be something to look into further, maybe someone has an idea to put next to it to get it working. I mean, it's already kindof a hack, but what else can we do but hack.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
I was thinking, btw, that it could be possible to use an env_microphone to detect a certain sound, but it appears you can only filter to specific entities. I tried setting one up to detect the flamethrower entity - and then possibly only loud noises (like an airblast) - but the filter didn't seem to work. The entity did function detecting player walk noises in the radius - so it functions at least.

Might be something to look into further, maybe someone has an idea to put next to it to get it working. I mean, it's already kindof a hack, but what else can we do but hack.
Could you not have a filter for the sound file names?