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Bomb Launching

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Thanks, this way seems perfect and a lot simpler. But I have one question, (aside from my bomb flinging problem,) is there a way to use this with an env_laser? That's the kind of laser I want, not the red puzzle ones.

TripleG10 wrote:
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.

What I recommend is to start your map with Chell going through pipes to a dropper.
That way, you can parent her to a target and the bombs will launch at you.

TripleG10 wrote:
Thanks, this way seems perfect and a lot simpler. But I have one question, (aside from my bomb flinging problem,) is there a way to use this with an env_laser? That's the kind of laser I want, not the red puzzle ones.

Parent the env_laser to the func_tank.

I knew about parenting the env_laser, but I didn't think it would work... will try soon. Also, parenting Chell (I would parent the target to !player, right?) to the target seems like it could work.

TripleG10 wrote:
I knew about parenting the env_laser, but I didn't think it would work... will try soon. Also, parenting Chell (I would parent the target to !player, right?) to the target seems like it could work.

You have to make an output with a logic_auto since the parenting function to the player doesn't work with a parameter.
OnMapSpawn logic_auto SetParent !player

Why not use https://developer.valvesoftware.com/wik ... ol_shooter and the env_laser/func_tank? The shooter always shoots at the player (after a SetTarget !player input) and the laser "tracks" the player.

I think I'm missing something here.

I want the laser to follow the player, but just a little slower. Kind of like the laser GLaDOS shoots at you in the end of Portal: Prelude. The laser should travel slightly slower than the player, therefore giving the player SOME chance to get away... right now, with the laser just tracking the player, you can't escape it no matter how fast you go. That being said, if the laser were to go slower like I want, then if the player slowed down or stopped, the laser would catch them.

EDIT: Ok so I'm now 100% sure I fixed the bomb issue... I parented an info_target to the player, then set the trigger_catapult to aim for that. Finally, all that's left is the laser problem.

EDIT: I just finished posting the map so far in the WIP section. If you'd like to see it to help with the problems, go ahead.

problem... How can I make the bomb respawn after exploding?

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