creating a bomb dropper?
Quote from MissStabby on June 22, 2011, 11:43 ami am trying to create a dropper that drops those explosive bombs you get to use near the end of the game.
Where can i find the instance/object/prop that generates those bombs.
If i know how it is called i can make it into a dropper/spawner myself
i am trying to create a dropper that drops those explosive bombs you get to use near the end of the game.
Where can i find the instance/object/prop that generates those bombs.
If i know how it is called i can make it into a dropper/spawner myself
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Quote from Kasc on June 22, 2011, 1:05 pmDownload BSPSource.
Find where it is in the game, open console and it will say what map it is in the top right-hand corner.
Decompile with BSPSource.
Learn.
Download BSPSource.
Find where it is in the game, open console and it will say what map it is in the top right-hand corner.
Decompile with BSPSource.
Learn. ![]()
Quote from Hober on June 22, 2011, 1:14 pmThis is certainly the solution to virtually every "How did Valve make ________________?" question, but I wonder: does BSPSource tell you if they used instances to make the original map? Does compiling a map collapse the instances?
This is certainly the solution to virtually every "How did Valve make ________________?" question, but I wonder: does BSPSource tell you if they used instances to make the original map? Does compiling a map collapse the instances?
Quote from Will T. on June 22, 2011, 1:57 pmDecompiling a map will not reveal whether instances were used or not. From the VDC's page on func_instance:
Quote:This is an internal entity. When the map is compiled by VBSP it is processed and then removed: it does not exist when the map is running.The stuff in an instance is compiled into the map as normal geometry/entities/etc. So when it's decompiled, anything that was part of an instance doesn't show up as such.
EDIT: Just noticed that all the pages on "internal entities" say that same line... Anyway, the point is that looking at decompiled maps does not show what was in an instance or not (that I know of anyway) because the "instance" property is taken out during compile, with the instance contents being joined to the rest of the map.
Decompiling a map will not reveal whether instances were used or not. From the VDC's page on func_instance:
The stuff in an instance is compiled into the map as normal geometry/entities/etc. So when it's decompiled, anything that was part of an instance doesn't show up as such.
EDIT: Just noticed that all the pages on "internal entities" say that same line... Anyway, the point is that looking at decompiled maps does not show what was in an instance or not (that I know of anyway) because the "instance" property is taken out during compile, with the instance contents being joined to the rest of the map.
Quote from Brainstone on June 22, 2011, 2:08 pmNow you could either recompile the map or just make a point_futbol_shooter and order it to "shootfutbol" via trigger. I have wondered what that was and just tried out yesterday.
Now you could either recompile the map or just make a point_futbol_shooter and order it to "shootfutbol" via trigger. I have wondered what that was and just tried out yesterday. ![]()
Quote from Marlovious on June 22, 2011, 5:52 pmWill T. wrote:Decompiling a map will not reveal whether instances were used or not. From the VDC's page on func_instance:EDIT: Just noticed that all the pages on "internal entities" say that same line... Anyway, the point is that looking at decompiled maps does not show what was in an instance or not (that I know of anyway) because the "instance" property is taken out during compile, with the instance contents being joined to the rest of the map.
Actually, if you look closely at a decompiled map that had instances, some of the entity names have a "-" in them. (ex. door_1-door_relay_1) When the map was compiled, it contained an instance called "door_1" and inside the door instance was a relay named "door_relay_1". So on compile, when the instances are collapsed, the entities inside of them are renamed as such. Now this would be the case for unnamed instances (lights for example). You could decompile a map with the bomb dropper and realistically find any entity which was related to it, even if it had been in an instance.
EDIT: Just noticed that all the pages on "internal entities" say that same line... Anyway, the point is that looking at decompiled maps does not show what was in an instance or not (that I know of anyway) because the "instance" property is taken out during compile, with the instance contents being joined to the rest of the map.
Actually, if you look closely at a decompiled map that had instances, some of the entity names have a "-" in them. (ex. door_1-door_relay_1) When the map was compiled, it contained an instance called "door_1" and inside the door instance was a relay named "door_relay_1". So on compile, when the instances are collapsed, the entities inside of them are renamed as such. Now this would be the case for unnamed instances (lights for example). You could decompile a map with the bomb dropper and realistically find any entity which was related to it, even if it had been in an instance.
Quote from MissStabby on June 23, 2011, 6:46 amBrainstoneX wrote:Now you could either recompile the map or just make a point_futbol_shooter and order it to "shootfutbol" via trigger. I have wondered what that was and just tried out yesterday.i found that indeed while decompiling the finale map,
it works quite well, though i also noticed that on ANY other location in the game it uses prop_override with some other things attatched for the bombs, including being parented to paths for the moments the bombs still travel in the tubes.I got the element working by shooting the point_futbol_shooter straight down, after opening the dropper funnel in advance.
It's becomming quite fun to solvehowever, the futbol bombs generated from the shooter behave unlike any other props, if you have one shot straight down, and then put 2 portals on the ground, it wont go back and forth infinitely.
it will just launch out of the second portal at a angle and hit the ground
i found that indeed while decompiling the finale map,
it works quite well, though i also noticed that on ANY other location in the game it uses prop_override with some other things attatched for the bombs, including being parented to paths for the moments the bombs still travel in the tubes.
I got the element working by shooting the point_futbol_shooter straight down, after opening the dropper funnel in advance.
It's becomming quite fun to solve ![]()
however, the futbol bombs generated from the shooter behave unlike any other props, if you have one shot straight down, and then put 2 portals on the ground, it wont go back and forth infinitely.
it will just launch out of the second portal at a angle and hit the ground
Spotlighted and over 9000 downloads!!! SP_Angrybombs
Here's my youtube & deviantart

