Is it possible to teleport a grenade? Created 19 years ago2005-11-16 00:21:28 UTC by Joker Joker

Created 19 years ago2005-11-16 00:21:28 UTC by Joker Joker

Posted 19 years ago2005-11-16 00:21:28 UTC Post #147315
a thrown grenade.
Posted 19 years ago2005-11-16 00:27:36 UTC Post #147316
Create a teleport, put the target right next to it and try it!
Posted 19 years ago2005-11-16 00:58:31 UTC Post #147319
I wonder if that ever worked.. do you mind if i test it?
Posted 19 years ago2005-11-16 03:46:05 UTC Post #147324
<rowleybob dies...>
Posted 19 years ago2005-11-16 03:48:31 UTC Post #147325
nah doesn't work
Posted 19 years ago2005-11-16 04:29:52 UTC Post #147330
i think it works in source... havent tried it though.
or was that the bullet-remover-brush-thing i was thinking of?

nvm, ignore me :P
Posted 19 years ago2005-11-16 04:54:59 UTC Post #147337
I doubt it.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-16 15:26:50 UTC Post #147418
Maybe the monster_greanade is like the monster_grunt_repel, it doesn't exist untill it's targeted. :
Posted 19 years ago2005-11-16 15:32:00 UTC Post #147419
works in source. not in HL1 as far as im aware
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-11-16 18:19:21 UTC Post #147468
No it doesn?t work in hl1, iv? tryed to teleport almost everything...
Posted 19 years ago2005-11-16 23:29:08 UTC Post #147528
you can get a scripted grenade to be teleported. but not one thrown by a grunt or player
Posted 19 years ago2005-11-16 23:54:19 UTC Post #147529
it does work fine in source, i did it once for a test, had a little "teleport box" and a tube with a headcrab in it, the crab didnt survive, it teleported physics objects too, like a suitecase
Posted 19 years ago2005-11-17 02:36:13 UTC Post #147540
Well my plan was to make two glass rooms. One with CT and one with T. There would be a basketball hoop and everytime they made a basket it would be teleported into the other team's room.
Posted 19 years ago2005-11-17 10:49:02 UTC Post #147576
Why not make an env_explosion in the enemy room to imitate the grenade? :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-11-18 03:02:46 UTC Post #147745
Can grenades activate buttons? I know bullets can.
Posted 19 years ago2005-11-18 03:30:58 UTC Post #147749
If the button is hurt by the explostion or the grenade it self then yes, just remember to set the health value to more then 0. :glad:
Posted 19 years ago2005-11-18 04:15:28 UTC Post #147752
Well I made a entity env_explosion named "ct" and a Func_button with the target "ct" (health 30). I must have done something wrong. How do you get the button to trigger the explosion?
Posted 19 years ago2005-11-18 06:07:41 UTC Post #147766
That should work...

Find out if the Button is actually being triggered or not...

also, test the env_explosion with a normal trigger_once thingy...

I like to do each part seperatly, then put them together.
Posted 19 years ago2005-11-18 08:48:24 UTC Post #147772
What if you use a multi_manager, you could have the explosion triggered and have the button triggered just after that or while it explodes, but i don't know if that'll work so yeah
Posted 19 years ago2005-11-18 14:09:40 UTC Post #147821
maybe you should make it in source? everyone says you can teleport nades there (i dont blame you if you dont want to do it in source, im not ready for that either)
Posted 19 years ago2005-11-22 04:44:46 UTC Post #148307
The entity you should be using is not a func_button. Try using a button_target. When the grenade explodes, it will trigger it and it can trigger the env_explosion. The problem is that a button_target will also trigger the explosion if you shoot at it with any weapon.
You can also make a func_door_rotating (or other entity) with a grenade texture to simulate the effect of the incoming grenade.
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