Using Trigger_Catapult to break stuff
Quote from saberboy117 on June 4, 2011, 9:01 pmI am working on a project and am wondering how to setup a trigger_catapult so that when you impact it hard enough it breaks. I need to know whats important, like is the lanch direction important ect. I know that to trigger its onCatapulted but how do I set it up so it triggers right?
thanks
I am working on a project and am wondering how to setup a trigger_catapult so that when you impact it hard enough it breaks. I need to know whats important, like is the lanch direction important ect. I know that to trigger its onCatapulted but how do I set it up so it triggers right?
thanks
Quote from WinstonSmith on June 4, 2011, 9:46 pmAre you trying to make the trigger_catapult break when the player hits it hard enough or make something else break when the player is catapulted at it hard enough?
Are you trying to make the trigger_catapult break when the player hits it hard enough or make something else break when the player is catapulted at it hard enough?
Quote from saberboy117 on June 4, 2011, 11:26 pmWinstonSmith wrote:Are you trying to make the trigger_catapult break when the player hits it hard enough or make something else break when the player is catapulted at it hard enough?trying to break something else via the onCatapult so when impacted hard enough it Breaks it with that output.
trying to break something else via the onCatapult so when impacted hard enough it Breaks it with that output.
Quote from WinstonSmith on June 4, 2011, 11:31 pmSo...the player jumps on the trigger_catapult, is flung at something, hits that something and breaks it?
If that's what you're trying to do you don't need to mess with the trigger_catapult at all; just turn whatever the player's hitting into a func_breakable and 1) set the force to break it low or 2) check "Break on Touch".
So...the player jumps on the trigger_catapult, is flung at something, hits that something and breaks it?
If that's what you're trying to do you don't need to mess with the trigger_catapult at all; just turn whatever the player's hitting into a func_breakable and 1) set the force to break it low or 2) check "Break on Touch".
Quote from onailag on June 5, 2011, 1:52 amThe catapult is used and in prop_dynamic ago Start Disabled
When the player is catapulted, you put a trigger_once in the path of the player who is catapulted and you put on Start Touch/Name prop_dynamic/Disable
The catapult is used and in prop_dynamic ago Start Disabled
When the player is catapulted, you put a trigger_once in the path of the player who is catapulted and you put on Start Touch/Name prop_dynamic/Disable
Quote from h3X on June 5, 2011, 12:46 pmJust be sure to set the threshold to the right velocity percentage then, and onCatapulted->func_breakable->break?
Just be sure to set the threshold to the right velocity percentage then, and onCatapulted->func_breakable->break?

