Combine ball launcher
Quote from FelixGriffin on July 6, 2012, 7:11 pmI'm working on a map which, at one point, needs to be able to shoot something through a portal. I'm trying to use a collide-with-player-ing combine ball, but it seems the angle to launch is determined by the original angles, and it can't be parented to the func_tank I'm using. How should I do this?
I'm working on a map which, at one point, needs to be able to shoot something through a portal. I'm trying to use a collide-with-player-ing combine ball, but it seems the angle to launch is determined by the original angles, and it can't be parented to the func_tank I'm using. How should I do this?

Quote from BenVlodgi on July 6, 2012, 9:45 pmto change the launch direction of a pelet emitter... nest it inside an instance, when it collapses during compile it will change the direction... im not sure this is what you're asking, but its about all I can tell you about this
to change the launch direction of a pelet emitter... nest it inside an instance, when it collapses during compile it will change the direction... im not sure this is what you're asking, but its about all I can tell you about this
Quote from FelixGriffin on July 6, 2012, 10:46 pmBasically I need a func_tank to fire combine balls at the player. So it needs to rotate somehow, within the game, preferably without scripting. :S
Basically I need a func_tank to fire combine balls at the player. So it needs to rotate somehow, within the game, preferably without scripting. :S

Quote from ChickenMobile on July 7, 2012, 12:14 amIs it possible to change the angles the ball launcher shoots at through an output? (if not try addoutput and the name of the launch angle key -> parm)
Is it possible to change the angles the ball launcher shoots at through an output? (if not try addoutput and the name of the launch angle key -> parm)
Quote from FelixGriffin on July 7, 2012, 10:24 amAh, that does work. So with a bit of scripting to get the parent's angles I should be able to do it.
Ah, that does work. So with a bit of scripting to get the parent's angles I should be able to do it.
Quote from FelixGriffin on July 8, 2012, 5:17 pmThat works, but after a day of working fine, it's now glitching differently--the balls don't collide with the player and kill him/her, they just pass through.
That works, but after a day of working fine, it's now glitching differently--the balls don't collide with the player and kill him/her, they just pass through.

Quote from ChickenMobile on July 8, 2012, 9:04 pmFelixGriffin wrote:That works, but after a day of working fine, it's now glitching differently--the balls don't collide with the player and kill him/her, they just pass through.Weird. Have you changed anything in the energy balls to do this? Grab and copy your ball launcher entity and see if it is the entities' problem.
And just to be curious, did you actually use a script? I can see a possible way to do it without an external file.
Weird. Have you changed anything in the energy balls to do this? Grab and copy your ball launcher entity and see if it is the entities' problem.
And just to be curious, did you actually use a script? I can see a possible way to do it without an external file.
Quote from FelixGriffin on July 9, 2012, 11:46 amJust RunScriptCode with a long line of squirrel. And it worked fine until I recompiled without a change, now recompiling and restarting don't change anything. :S
Just RunScriptCode with a long line of squirrel. And it worked fine until I recompiled without a change, now recompiling and restarting don't change anything. :S

Quote from ChickenMobile on July 9, 2012, 1:34 pmYou don't happen to have your map sitting in one of the DLC folders?
You don't happen to have your map sitting in one of the DLC folders?
Quote from FelixGriffin on July 9, 2012, 2:37 pmsdk_content/maps
sdk_content/maps