I'm working on a new CSS map, and as part of it I'd like to have certain func_physbox_multiplayer entities get spawned, travel, and get removed. En route, the player has the option of destroying the entities.
Here's what I have:
A logic_timer ("launch_timer") fires every 5 seconds.
An env_entity_maker ("launcher") takes input from the timer and spawns a template ("asteroid template")
A point_template ("asteroid template") has a func_physbox_multiplayer object ("asteroid") as Template 1
The func_physbox_multiplayer object ("asteroid") has a Strength of 1, enabling it to be destroyed when the player shoots it.
Everything seems to work fine. Every five seconds, an asteroid is spawned and travels (falls) to a point in the map. Unfortunately, if I don't shoot them they end up piling up.
My question: How do I force one of these asteroids to automatically go away on its own after a time? How do I kill each individual asteroid 10 seconds after it was launched without killing every asteroid on the map?
Thanks for any help you can provide!
-- GeodeLX