Animations? Created 18 years ago2006-06-29 11:30:26 UTC by goatvanquisher goatvanquisher

Created 18 years ago2006-06-29 11:30:26 UTC by goatvanquisher goatvanquisher

Posted 18 years ago2006-06-29 11:30:26 UTC Post #187475
I'm not sure about this engine but on a Half-Life 2 map I have seen a moving flying box. Now what I want to do is be able to press a button which then shoots out a destructable clay pidgeon(I'm making an aim map with severel aiming courses).

1.) Is this possible?
2.) How can it be done?
Posted 18 years ago2006-06-29 13:13:38 UTC Post #187484
yeah, its possible, although you would have to model / find a 'clay pigeon' model. then just use the gib shooter entity in hammer 3.5, and find the location of your 'pigeon gib' just make sure you include the gib in your models folder in any mod.

i think it could also be done using the same method, but using a model_entity, - although not quite sure which,... can't remember them all! :)

check entity list here for more details. maybe combining a func_push with a model, would the propel it a good distance.
Posted 18 years ago2006-06-30 01:37:50 UTC Post #187544
You could use the gibshooter to "shoot" it, but it woudln't be "destructable" afaik.
Posted 18 years ago2006-06-30 08:11:02 UTC Post #187580
Figured out a way to "launch" some breakable "pigeons" here.

Unfortunately, I can't figure a way to stage more than one to the launcher...
Posted 18 years ago2006-07-01 05:27:46 UTC Post #187760
Update

Now the machinge fires 1 clay pigeon, and then loads another one to be fired.
Posted 18 years ago2006-07-01 08:43:19 UTC Post #187788
Update: 6 Clay pigeons, and "kill" lights :)

Will probably do one more update to this, and try the following:

--add multimanger to automate the clay pigeon firing
--"pretty up" the map a bit
--try to eliminate the "too many lightsytles" error--caused from having the "kill" lights right next to each other.
Posted 18 years ago2006-07-01 08:46:00 UTC Post #187790
Posted 18 years ago2006-07-02 13:08:12 UTC Post #188000
Update: Multi_manager automates firing, and less waiting time between clays--5s.

@Muzzie: thanks for the info about teleporting pushables--I didn't know you could do that! It would be much better than pushing them into position on the launcher!

edit:
I used SlayerA's method of delaying the teleport--env_global/multisource--, and I have it set up that when one pigeon fires, it hits a trigger multiple enable the teleport, and bring in a new pigeon.

I've tested the trigger_multiple and the teleport, and they both work exactly as they should. The problem is the func_pushable will not teleport.

What black magic did you perform to make it work!?
Posted 18 years ago2006-07-02 17:36:07 UTC Post #188073
What the hell. It dit not work? I may have to look into that myself. Ill do some testing tomorrow. Ill let you know. :)
Posted 18 years ago2006-07-02 18:00:19 UTC Post #188083
its a flag
Posted 18 years ago2006-07-03 01:03:00 UTC Post #188150
"Pushables" flag is checkie, still no workie :(

I also tried enlarging the trigger_teleport, and adding an origin to the func_pushable--as per another thread--, but alas, still not workie.
Posted 18 years ago2006-08-04 15:10:30 UTC Post #192460
There are two maps you may be interested in, that Shizuka uploaded to the vault earlier today. They are awp practise maps where you shoot down flying objects coming at you from different places at different speeds. A hit is indicated with a light in a nearby control room.

We joined this community earlier today and this seems like a friendly place and quite active too. :)
It's time for CS now but I'll check back later today.
:D
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