FireBalls Created 16 years ago2008-09-21 08:47:08 UTC by Skals Skals

Created 16 years ago2008-09-21 08:47:08 UTC by Skals Skals

Posted 16 years ago2008-09-21 08:47:08 UTC Post #255864
(Yes another post from me, sorry)
I was woundering, is it possible to create flying fireballs that explode or just vanish when they hit a player, and ofcourse damage him?
Skals SkalsLevel Designer
Posted 16 years ago2008-09-21 08:54:33 UTC Post #255865
Uh... About the post "..." . Yeah i forgive you .
For the fire balls...idk
Posted 16 years ago2008-09-21 09:11:49 UTC Post #255869
Yeah, it should be possible.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-09-21 09:16:57 UTC Post #255870
orly? hm, the only idea i can come up with is func_trains, but then i wont be able to respawn the fireballs and dmg the player with them
Skals SkalsLevel Designer
Posted 16 years ago2008-09-26 06:32:38 UTC Post #256162
not very good with entity work yet, but this might work;

Group a trigger hurt with an env_render (to make the fire dissapear)
Posted 16 years ago2008-09-26 06:42:40 UTC Post #256165
I dont know, it sounds complicated

Its a fireball that needs to:

Respawn
follow a path
explode and damage the player
respawn again
repeat

Sounds to me like a coding endeavor, Especially for the part where it will hit the player and damage them.

Fortress files idea would work, but you might not be in the right area for it to look as if the fireball hit you, as that trigger would be there all the time.

although, thinking about Fortressfiles idea, You could, use a func train, and time the activation of the trigger_hurt so that it only works when the fireball is within a small window of oppurtunity to be hit, then couple the trigger hurt with an env explode, and env render to disappear it. But again, a limitation here is that the player has to be in a thin hallway, or a thin walkway, and the fireball moving horizontally across it, to acheive a realistic effect.

Ill tell ya what, if I get home from school today and your still having trouble, I'll make an example map with what I mean.
Posted 16 years ago2008-09-27 00:13:15 UTC Post #256198
i think that would be pretty easy with spirit of half-life, if you have it
Jessie JessieTrans Rights <3
Posted 16 years ago2008-09-27 00:34:13 UTC Post #256201
Wait, how exactly are you expecting to make a a sprite follow a path in the Half-Life engine without any coding? Because I believe they needed a whole new entity in Opposing Force for this to work.
Posted 16 years ago2008-09-27 00:37:40 UTC Post #256202
yeah, they did. it was called spritetrain or something along those lines. i won't bother checking. :)
Jessie JessieTrans Rights <3
Posted 16 years ago2008-09-27 02:36:03 UTC Post #256211
Yeah, so Skals am I wrongfully assuming you want the fireball to be a sprite? Otherwise it'd look kinda... shit... to be honest.
Posted 16 years ago2008-09-27 03:47:44 UTC Post #256212
yep, half-life won't be able to well, if at all. :|

btw, it's "wondering"
Jessie JessieTrans Rights <3
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