Bomb Launching
Quote from TripleG10 on January 9, 2012, 11:47 pmHey guys! I've searched the web for this, but can't seem to find any information. Maybe because of the difficulty or knowledge of coding and modeling that is required.
[spoiler]You all know the bombs Wheatley launches at the end of the game, right? Well I am looking for something similar to that.[/spoiler]
I'm not asking for models though. Just how to launch the bombs in the player's direction. If the following is possible using the same or similar techniques, I would like for a laser light to follow the player.Thanks!
PS: It's late over here, so I will probably not respond until tomorrow.
Hey guys! I've searched the web for this, but can't seem to find any information. Maybe because of the difficulty or knowledge of coding and modeling that is required.
I'm not asking for models though. Just how to launch the bombs in the player's direction. If the following is possible using the same or similar techniques, I would like for a laser light to follow the player.
Thanks!
PS: It's late over here, so I will probably not respond until tomorrow.
Quote from spongylover123 on January 10, 2012, 12:15 amUse the entity prop_exploding_futbol.
Change the model to a bomb.
Use the entity prop_exploding_futbol.
Change the model to a bomb.
Quote from Spam Nugget on January 10, 2012, 7:45 amFor a laser light, use a env_laser and change the entity to point at to !player, i think that works.
For a laser light, use a env_laser and change the entity to point at to !player, i think that works.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from TripleG10 on January 10, 2012, 4:02 pmThanks! The bombs do explode, but there's still the issue of getting the bombs to launch at the the player. By the way, I don't believe that you even need to change the model. Rendered in game, it looks just like a bomb while in Hammer, it's a blue sphere thing.
EDIT: I just tested the laser idea out, and it works great! My only request is that I wanted the laser to lag behind the players running slightly, so the player can get away. (I don't mean like server lag, I mean I want the laser to move a little slower than the player.)
Thanks! The bombs do explode, but there's still the issue of getting the bombs to launch at the the player. By the way, I don't believe that you even need to change the model. Rendered in game, it looks just like a bomb while in Hammer, it's a blue sphere thing.
EDIT: I just tested the laser idea out, and it works great! My only request is that I wanted the laser to lag behind the players running slightly, so the player can get away. (I don't mean like server lag, I mean I want the laser to move a little slower than the player.)
Quote from Vordwann on January 10, 2012, 4:45 pmyou could parent a non-solid func_brush to the player that is slightly behind them (however much you want) and make it point at that instead.
you could parent a non-solid func_brush to the player that is slightly behind them (however much you want) and make it point at that instead.
[spoiler][SP] Alternate[/spoiler]
Quote from TripleG10 on January 10, 2012, 6:22 pmHmm... possible, but dosen't that mean that if the player were to stop running altogether, the laser would stop just near the player? I have just slowing the laser in mind, so if there was a way to that, that would be great because that is the exact effect I'm looking for.
I've been experimenting with the bombs, but I can't find a way to launch them. Spawning them, (say from a box dropper) is possible, so maybe something utilizing that technique might be possible?
Hmm... possible, but dosen't that mean that if the player were to stop running altogether, the laser would stop just near the player? I have just slowing the laser in mind, so if there was a way to that, that would be great because that is the exact effect I'm looking for.
I've been experimenting with the bombs, but I can't find a way to launch them. Spawning them, (say from a box dropper) is possible, so maybe something utilizing that technique might be possible?
Quote from Soundlogic on January 10, 2012, 9:13 pmSpawn them, then put them in a trigger catapult. Make your launch target the same thing that you use to track the player. This will then catapult them to that point.
Spawn them, then put them in a trigger catapult. Make your launch target the same thing that you use to track the player. This will then catapult them to that point.
Quote from TripleG10 on January 11, 2012, 5:21 pm
Thank you! This has to work! I can't believe I didn't think of this. Probably because I thought that they would detonate upon hitting the faith plate... Thanks!
EDIT: Rather than making a whole new thread, let's just stay here. I still need to know if there is a way to slow the laser slightly.
Thank you! This has to work! I can't believe I didn't think of this. Probably because I thought that they would detonate upon hitting the faith plate... Thanks!
EDIT: Rather than making a whole new thread, let's just stay here. I still need to know if there is a way to slow the laser slightly.
Quote from Soundlogic on January 11, 2012, 5:41 pmYou don't need a faith plate, just the trigger catapult.
Also, if you want the laser to be at the location the player was at n steps ago, I could write you a script
You don't need a faith plate, just the trigger catapult.
Also, if you want the laser to be at the location the player was at n steps ago, I could write you a script
Quote from TripleG10 on January 11, 2012, 9:33 pmThanks, but again, if the player were to stop running, wouldn't the laser stop one step behind the player? I could be wrong, so correct me if I am. I hadn't considered this next idea though. Is there any option to slow the laser's speed in the properties? I haven't been near my laptop, so I haven't had time to check.
EDIT: I JUST HAD A GREAT IDEA! Whoever said he could write the script for me, this might work. Is there a way to make it so that apon reaching say, 1 step behind the player, the laser's target then switches to the player? And once the player is back in motion, it would automaticly revert to the one step rule? Please tell me if this is possible!
Thanks, but again, if the player were to stop running, wouldn't the laser stop one step behind the player? I could be wrong, so correct me if I am. I hadn't considered this next idea though. Is there any option to slow the laser's speed in the properties? I haven't been near my laptop, so I haven't had time to check.
EDIT: I JUST HAD A GREAT IDEA! Whoever said he could write the script for me, this might work. Is there a way to make it so that apon reaching say, 1 step behind the player, the laser's target then switches to the player? And once the player is back in motion, it would automaticly revert to the one step rule? Please tell me if this is possible!
