Bomb Launching
Quote from Soundlogic on January 11, 2012, 10:01 pmI meant n game steps, a duration, not a distance. So the laser would point at where you were n seconds ago... Or I could have it move twords the player at a rate determined by a rule of your choosing.
I meant n game steps, a duration, not a distance. So the laser would point at where you were n seconds ago... Or I could have it move twords the player at a rate determined by a rule of your choosing.
Quote from TripleG10 on January 12, 2012, 4:34 pmAre the seconds realistic? Because in some games, one second is very short... let's try one second. How would I obtain this script from you?
EDIT: I just tried the bomb spawning, and that works, all except for two things. One, even though I changed the bomb's model to the actual bomb instead of the glass futbol, it still looks like the glass futbol. And two, they don't seem to work correctly with the trigger_catapult. The bomb falls onto it, then just spazzes out and explodes. It doesn't seem to be flung at all.
Are the seconds realistic? Because in some games, one second is very short... let's try one second. How would I obtain this script from you?
EDIT: I just tried the bomb spawning, and that works, all except for two things. One, even though I changed the bomb's model to the actual bomb instead of the glass futbol, it still looks like the glass futbol. And two, they don't seem to work correctly with the trigger_catapult. The bomb falls onto it, then just spazzes out and explodes. It doesn't seem to be flung at all.
Quote from Vordwann on January 12, 2012, 8:07 pmwhat flags are checked in the trigger_catapult?
what flags are checked in the trigger_catapult?
[spoiler][SP] Alternate[/spoiler]
Quote from TripleG10 on January 12, 2012, 8:10 pmAlmost everything, except for anything to do with clients or vehicles, since I don't want the player to be able to fling. What am doing wrong?
Almost everything, except for anything to do with clients or vehicles, since I don't want the player to be able to fling. What am doing wrong?
Quote from ChickenMobile on January 12, 2012, 9:02 pmI would have parented your bomb launcher to a func_tank which tracks the player. I remember in sp_a2_core they use one to track the player so glados can put up panels to stop the player from pressing the stalemate button.
I would have parented your bomb launcher to a func_tank which tracks the player. I remember in sp_a2_core they use one to track the player so glados can put up panels to stop the player from pressing the stalemate button.

Quote from TripleG10 on January 12, 2012, 9:24 pmAnd how would one go about doing that? I have zero experience with tracktrains and all that stuff...
And how would one go about doing that? I have zero experience with tracktrains and all that stuff...
Quote from ChickenMobile on January 12, 2012, 9:37 pmTripleG10 wrote:And how would one go about doing that? I have zero experience with tracktrains and all that stuff...I have given you an example with a picture of where it is. Decompile sp_a2_core and find it. Also no tracktrains needed.
I have given you an example with a picture of where it is. Decompile sp_a2_core and find it. Also no tracktrains needed.
Quote from TripleG10 on January 13, 2012, 4:17 pmO.O Wow... I decompiled it and I understand none of what the tank thing does... Could I even utilize that strategy to get what I'm going for? I guess I'll keep trying... By the way, would Soundlogic post some kind of link in order to download his script, or would it somehow be sent to me? Either way is fine.
EDIT: I just noticed something! I was testing around to see if the trigger_catapult even works. I set the launch target to my testchamber door, and the shards of exploded bomb seem to fly towards the testchaber door, rather than the bomb before it explodes... This leads me to believe that maybe something is up with the !player target command?
O.O Wow... I decompiled it and I understand none of what the tank thing does... Could I even utilize that strategy to get what I'm going for? I guess I'll keep trying... By the way, would Soundlogic post some kind of link in order to download his script, or would it somehow be sent to me? Either way is fine.
EDIT: I just noticed something! I was testing around to see if the trigger_catapult even works. I set the launch target to my testchamber door, and the shards of exploded bomb seem to fly towards the testchaber door, rather than the bomb before it explodes... This leads me to believe that maybe something is up with the !player target command?
Quote from TripleG10 on January 13, 2012, 4:35 pmWOWWWWWW I THINK I JUST SOLVED MY PROBLEM!!!!! I've been accidently using the prop_glass_futbol when I'm supposed to be using prop_exploding_futbol! Ok well now that that's solved, all I have to do is wait for that custom script for my laser.
EDIT: Sorry guys... there's still a problem... the bomb spawns, looks, and explodes fine, but the trigger catapult just launches them in one direction. It doesn't even launch towards me.
WOWWWWWW I THINK I JUST SOLVED MY PROBLEM!!!!! I've been accidently using the prop_glass_futbol when I'm supposed to be using prop_exploding_futbol! Ok well now that that's solved, all I have to do is wait for that custom script for my laser.
EDIT: Sorry guys... there's still a problem... the bomb spawns, looks, and explodes fine, but the trigger catapult just launches them in one direction. It doesn't even launch towards me.
Quote from Rand0mNumbers on January 13, 2012, 7:12 pmHere is how to use func_tank (around 2:30):
33vdbgIKvcQJust play with the speed and rate values to get what you want.
Here is how to use func_tank (around 2:30):
33vdbgIKvcQ
Just play with the speed and rate values to get what you want.
