Player triggered explosions and shooter mortars


(TNR360) #1

I’ve checked the search and done what was said, but I cant seem to get either of these two working correctly, I’ve tried using the mp_beach mortars but I can’t get them working…

I’d also like to know how to get an explosion triggered by the player stepping into a trigger?

thanks


(masterkiller) #2

Hi,
For 1, i think you need to do a tracemap to see the motar. The rocket dont need it.

For 2, You can do it whit a trigger_multiple target :
targeteffect (explode+ smoke) and target a trigger_hurt (high dmg to splash). So targeteffect and trigger_hurt shoud have the same targetname. (not sure if it work … )

Also, you can script it whit trigger_multiple target :
target_Script_trigger .

and add sestates default or invisble in the script

GL

Edit:
Better to do trigger_multiple in script…
Or func_explosive touchable (not to good effect.)

GL, im going to sleep


(TNR360) #3

the second one worked great, thanks

for the first one Im not really trying to get mortars, what I want is random explosions triggered by themselves, I have never been able to do this right xD

also I’d like to know if a objective that must be stolen needs to use a model… for example documents, does it have to be a model?


(isbowhten) #4

objectives are “team_redflag / team_blueflag” entities with a model key set.
for random explosions i have a funny idea…
that happened to me a long time ago…
i targeted a target_shooter to an entitiy which is on the same origin => immediately explosion…
you could put some of them in your map and randomly trigger them…
OR (did not test that) under the map you have several shooters with a very bad accuarzy (have a look at the keys) and hope that they will explode at the other side of the floor (under the map) and the explosion appears as if it would be above the map…
however i do not think that this works but so you would have a really random thing.


(TNR360) #5

[QUOTE=masterkiller;178279]Hi,
For 1, i think you need to do a tracemap to see the motar. The rocket dont need it.

For 2, You can do it whit a trigger_multiple target :
targeteffect (explode+ smoke) and target a trigger_hurt (high dmg to splash). So targeteffect and trigger_hurt shoud have the same targetname. (not sure if it work … )

Also, you can script it whit trigger_multiple target :
target_Script_trigger .

and add sestates default or invisble in the script

GL

Edit:
Better to do trigger_multiple in script…
Or func_explosive touchable (not to good effect.)

GL, im going to sleep[/QUOTE]
thanks for helping me out, I used this for landmines in my new map and released a prefab of it