shooter_mortar b0rked? Or is it me?


(MadJack) #1

I’m trying to use a shooter_mortar at the end of my Mobile Flak 88 and this is weird… When I trigger the shooter, I get the MG42 sound and a tiny whiff of smoke (a la MG42). I tried adding noise/sounds/blah/mortar_fire.wav and sound(s) etc but that didn’t do anything…

I could use a target_speaker but I can’t even turn the MG42 sound off… Though it’s a bit muffled by the other sound. Of course I could come up with a complete way of my own but I’d lose the efficiency of the shooter. Easy enough to target it to an info_notnull and it shoots where you want…

Anyone dabbled with that?


(CptnTriscuit) #2

Uh, I think I remeber testing it out in ET and it was working. Im away from my home comp so I cant confirm that. I do know that shooter_rocket works beautifly, lota fun stuff you can do with that :wink:

EDIT:
Man I am the spelling champion!
"beautifully " not “beautifly”


(MadJack) #3

Well, the target_speaker doesn’t really muffle the MG42 sound, the latter cuts the former off :sad: I tried adding a wait before I actually fire but that means the MG42 sound will happen. Sources didn’t offer any help. There’s no other spawnflags that could be used with that ent.

shooter_rocket wouldn’t work as I need something that lobs from the cannon’t tip to some the ground somewhere. shooter_rocket is going straight unless it was changed?


(CptnTriscuit) #4

Well, you could rig up some target_effect and trigger_hurt entities.


(MadJack) #5

Yeah but that’s exactly what I was wanting to avoid… Why try to reinvent the wheel… but when the wheel has a square corner… sigh


(LaggingTom) #6

Then you kick the wheel a few times, break your foot, and decide to just replace it.