is it possible to make a grenade catapult? can the script move throw grenades?
grenade catapult
Firstable is it possible to spawn grenades? I think making it throw them is possible, it’s solid, but it would be hard to actually make it THROW. It would be easy to make it just drop or roll down. But this might be possible if you plan the catapult well and make it do really fast shot.
In Doom 3/ET:QW you might be able to do so, but W:ET isn’t part of id Tech 4.
Either you need to code it, or you need to fake it by triggering a func_mortar at the same time your projectile should launch. In the last case you should have a fast launch animation as {SSF}Sage said.
well, there is a shooter_grenade in the code, like the shooter_mortar and
shooter_panzer, however i dont know if it works.
/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
Fires at either the target or the current direction.
"random" is the number of degrees of deviance from the taget. (1.0 default)
*/
That is a Q3 left-over if I’m not mistaken, so there’s a fair chance it won’t work.
I tried the shooter_grenade a few times but it always crashed my game when triggered, so I suppose it doesn’t work.
I’ve tested the shooter_grenade… and my ET crashed at the 1st alertentity command on the shooter_grenade.
^^Just like Flippy
(shooter_mortar and shooter_rocket work fine though)
okey thanks
i wont use that, ill just shooter mortar or shooter rocket thanks anyways thanks thakns thanks thans
okey i got another question, is it possible to make a : shooter_normal or shooter_mg something that fires real bullets? is that possible?
For the original question -
Why not use a script_mover attached to a grenade model? I’m doing this in my latest map to fake a catapult arc using carefully placed spline points
got another question but i dont want to start new topic : is it possible to make a constuctible that
both teams can construckt and damage? and how ?
Yes it’s possible. Just take a look at a neutral command post: it has two func_constructibles linked from one TOI.
Oh, and separate problems do deserve a separate thread, but I guess it’s OK for now.
yea but i want it to be the same thing they can construckt and when ex. axis have construcketed the thing, then allies AND axis can destroy it, if u understand what i mean?
completly same thing.
Ah, this looks like a hard one. A regular axis constructible can’t be destroyed by the axis themselves…
I would do this using script magic: make a double-construction setup which only constructs some “nodraw” brush which is out of everyone’s way. Then make a func_destructible with the required keys and try if it can be destroyed by both axis and allies before you continue with the next step. (I know it can only be destroyed once, but we’ll get back to it in a moment.)
Here comes the magic: make the func_destructible invisible using setstate. In it’s death {} event, make it kill the axis and allied func_constructible.
In the func_constructible script blocks (you have 2, 1 allied and 1 for axis) add a built {} event and make it setstate the func_destructible to visible (default). Also make sure it revives the func_destructible using alertentity.
Surely this will become an xp exploit? Whats to stop an allied engy for instance repeatedly building and destroying it?