Reprogramming the Bumbleball to Kill
Quote from Caden on February 17, 2013, 9:59 amWho's ever downloaded the Bumbleball and decided it was completely worthless? Even the developer said he has no idea what to do with it. I would like to make it more like a (pathetic) rollermine. Making it hurt you would be simple enough, Trigger_Hurt and whatnot. But what do I do to the logical entities surrounding the Bumbleball model to make it jump towards the player?
Who's ever downloaded the Bumbleball and decided it was completely worthless? Even the developer said he has no idea what to do with it. I would like to make it more like a (pathetic) rollermine. Making it hurt you would be simple enough, Trigger_Hurt and whatnot. But what do I do to the logical entities surrounding the Bumbleball model to make it jump towards the player?

Quote from Gemarakup on February 17, 2013, 1:13 pmParent a trigger hurt to it. I actually have made plans for logic puzzles with the bumbleball, but I am keeping them for something big. (Sorry, but I'm not completely sure what makes it track players).
Parent a trigger hurt to it. I actually have made plans for logic puzzles with the bumbleball, but I am keeping them for something big. (Sorry, but I'm not completely sure what makes it track players).
Quote from Caden on February 17, 2013, 4:36 pmyishbarr wrote:Parent a trigger hurt to it. I actually have made plans for logic puzzles with the bumbleball, but I am keeping them for something big. (Sorry, but I'm not completely sure what makes it track players).Um... I actually stated in the article I knew how to tie a trigger_hurt to it, I just needed to know how to make it track the player. But thanks anyways!
Um... I actually stated in the article I knew how to tie a trigger_hurt to it, I just needed to know how to make it track the player. But thanks anyways!
Quote from Skotty on February 17, 2013, 4:48 pmWhy not ask the author, me, to redesign it?
Making it follow the player is difficult while keeping it's properties.The only way would be to add some kind of gyroscope to it and phys_thrusters. To measure where the player is you would need npc_enemy_finder or env_microphone (measure sounds made by the player).
Another way that is probably the best one: func_tank (working as gyroscope) that looks on the player. For the movement you could create an env_entity_maker parented to the func_tank that uses a point_template to spawn a point_thruster. This point_thruster itself is attached to the bumbleball and will kill itself before the next one spawns.
On this way you have something that follows the player and that creates short thrusts to move the ball to the players.
Why not ask the author, me, to redesign it?
Making it follow the player is difficult while keeping it's properties.The only way would be to add some kind of gyroscope to it and phys_thrusters. To measure where the player is you would need npc_enemy_finder or env_microphone (measure sounds made by the player).
Another way that is probably the best one: func_tank (working as gyroscope) that looks on the player. For the movement you could create an env_entity_maker parented to the func_tank that uses a point_template to spawn a point_thruster. This point_thruster itself is attached to the bumbleball and will kill itself before the next one spawns.
On this way you have something that follows the player and that creates short thrusts to move the ball to the players.

Quote from Gemarakup on February 18, 2013, 3:28 amAlso make a reskin, so people will know the difference between a deadly bumbleball and a mischievous bumbleball.
Also make a reskin, so people will know the difference between a deadly bumbleball and a mischievous bumbleball.
Quote from CamBen on February 19, 2013, 1:06 amYou could try repeatedly teleporting a small invisible prop_physics with a trigger_push parented on, so once it teleports, the bumbleball will move forwards with the trigger.
You could try repeatedly teleporting a small invisible prop_physics with a trigger_push parented on, so once it teleports, the bumbleball will move forwards with the trigger.
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