(This will work fine for HL too, just "impulse101" for a weapon ^_^)
UPDATE: Replaced pointlights with sprites to eliminate the "too many light styles" error.
UPDATE: Multi_manager automates the firing, and less of a waiting time between clays--5s.
UPDATE: 6 CLAY PIGEONS FTW!--though a bit sloppily. I wish I could find an easier way to stage the "pigeons". Lights illuminate for every one you get.
UPDATE: New "shooter" launches 1 clay pigeon, and then "loads" another one to be fired.
https://twhl.info/thread/view/11877Shows how to "launch" func_breakables, like at a trap shooting range. Uses a func_conveyor and a ramp. Uses a func_door tied to a button to push a "clay pigeon" onto the conveyor.
Only problem is, I can't figure a way to stage more than one pigeon to the launcher.
keyword list (lol):
clay
pidgeon
pigeon
shoot
shooting
range
Suggestions?
You pwn.
You might be able to use a trigger_teleport to teleport a pidgeon back onto the launchpad, so that when you miss a pidgeon, it automatically returns to the launchpad.
Ive just checked and the trigger_teleport has the ability to teleport func_pushables. Maybe you can do something cool with that?
Other than that: PWN!
TY for the suggestions and nice comments guys ^_^ !
Also, even if it was, the pushables behave erratically on the conveyor, at best.
If you figure out a way to do this, let me know!