Grenades and sounds Created 17 years ago2006-09-10 03:49:59 UTC by S.O.T.E. S.O.T.E.

Created 17 years ago2006-09-10 03:49:59 UTC by S.O.T.E. S.O.T.E.

Posted 17 years ago2006-09-10 03:49:59 UTC Post #196164
Hi all.
I need to know if it is possible to make grenades fall from the sky? Like, they are hovering in mid-air and when triggered, they drop to the ground.
And, I have 2 ambient_geneircs, they both have "not toggled" unchecked but they only play once per round
Any help greatly appreciated! Thanks! :)
Posted 17 years ago2006-09-10 10:33:05 UTC Post #196179
You can't actually make a live grenade fall from the sky. If you want to make a "pickupable" grenade fall then its simple: You just put an armoury_entity on top of a func_wall_toggle and trigger the wall when you want the grenade to fall. Trigger it again a second later so that its solid again for the next round. If you want a live grenade you'd be better of with a func_train that follows a downward path and trigger an explosion on the bottom so that it looks like a falling grenade.

Your sounds aren't looping because they don't have cue points in the sound. Download Goldwave and insert a cue point(in tools I think) at the beginning of the sound.
Posted 17 years ago2006-09-10 11:55:01 UTC Post #196183
I think that if you place a monster_grenade it will only apear when you trigger it, just like the monster_grunt_repel. It's worth a try. :)
Posted 17 years ago2006-09-10 12:31:09 UTC Post #196188
He's talking about cs though.
Posted 17 years ago2006-09-10 15:44:40 UTC Post #196204
How do you know? :
He didn't mention it in the post.
Posted 17 years ago2006-09-11 07:50:28 UTC Post #196277
Sorry, it is about CS.
Thanks a lot anyway!
I'll download that Goldwave thing and try.
And thanks WorldCraft Dude, forgot to mention that the grenade is the "pickupable" sort... :lol:

********Edit************
Hey, thanks for the Goldwave thing!
Anyway, tried the wall_toggle, but it didn't work.
The trigger_once I put worked (cos i didn't see it, so I ASSUME it worked), but the grenade was already in the floor when I started the round. And my wall_toggle was 100% visible, even though i checked "start invisible". Maybe i should explain.
I want my grenade to be Hovering in mid-air, and for that, the "wall" needs to be invisible but not pass-through-able. So when it is activated, it will become pass-through-able and the grenade will fall!
Is that possible?
Thanks a dozen!
Posted 17 years ago2006-09-11 10:38:40 UTC Post #196284
set the func_walls render properties. Just Change RenderMode to texture and it'll be invisible.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-09-12 05:42:01 UTC Post #196350
Ohhhh! Ok thanks!
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