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Bomb Launching

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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.

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.

what flags are checked in the trigger_catapult?

My Maps:
[spoiler][SP] Alternate[/spoiler]

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?

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.

Image

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And how would one go about doing that? I have zero experience with tracktrains and all that stuff...

TripleG10 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.

?????????????????????????????TWP Releases | My Workshop

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?

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.

Here is how to use func_tank (around 2:30):
33vdbgIKvcQ

Just play with the speed and rate values to get what you want.

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