Combine Ball Entity Type?
Quote from CJLERCH on August 27, 2014, 11:21 pmDoes anyone know what entity type a combine energy ball falls under/if you can name them? I'm experimenting with them to see if I can use a trigger to kill them, with the use of a filter if needed.
Does anyone know what entity type a combine energy ball falls under/if you can name them? I'm experimenting with them to see if I can use a trigger to kill them, with the use of a filter if needed.
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Quote from TeamSpen210 on August 28, 2014, 1:24 amThere are combine energy balls (from Half-life), and Portal Energy Pellets. The entity is a prop_energy_ball, just look at any pellet catcher instances since they use a trigger to detect the pellet. You can send three inputs to them: Kill (instantly vanishes), Explode (which makes a camera shake effect + shockwave) and BallCaught (similar to Kill, but disables the point_energy_ball launcher that fired it and also triggers the OnBallCaught output on that launcher).
There are combine energy balls (from Half-life), and Portal Energy Pellets. The entity is a prop_energy_ball, just look at any pellet catcher instances since they use a trigger to detect the pellet. You can send three inputs to them: Kill (instantly vanishes), Explode (which makes a camera shake effect + shockwave) and BallCaught (similar to Kill, but disables the point_energy_ball launcher that fired it and also triggers the OnBallCaught output on that launcher).
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from CamBen on August 28, 2014, 2:51 amIf you're referring to the balltype keyvalue, I believe it's not functional in portal.
If you're referring to the balltype keyvalue, I believe it's not functional in portal.
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Quote from TeamSpen210 on August 28, 2014, 4:06 amAlso, if you want to kill them after a certaint time or something use a logic_register_activator to remember the entity so you can trigger it later. Put a trigger_multiple right in front of the launcher, and use that to register the pellet. (Enable OnPostSpawn, disable OnStartTouch).
Also, if you want to kill them after a certaint time or something use a logic_register_activator to remember the entity so you can trigger it later. Put a trigger_multiple right in front of the launcher, and use that to register the pellet. (Enable OnPostSpawn, disable OnStartTouch).
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from FelixGriffin on August 28, 2014, 10:34 amThe classname you need to filter is prop_combine_ball or prop_energy_ball depending on the entity you used for the launcher. The easiest way to filter for them, though, is to use a filter_combine_ball_type (with the type set to Launched from Point_combine_ball_launcher), which will detect both.
Also, if you want to kill them in a more interesting way, use the input Explode.
The classname you need to filter is prop_combine_ball or prop_energy_ball depending on the entity you used for the launcher. The easiest way to filter for them, though, is to use a filter_combine_ball_type (with the type set to Launched from Point_combine_ball_launcher), which will detect both.
Also, if you want to kill them in a more interesting way, use the input Explode.
Quote from CJLERCH on August 28, 2014, 12:07 pmAll good suggestions! Thanks!
For anyone that may have been wondering, I'm trying to implement a function into either FR's matter inquisition field, or Ultiman's energy dissipation/distabilization field (or both) that makes the combine balls explode on impact. I've not seen it done before, and it could potentially lead to some interesting puzzles
All good suggestions! Thanks!
For anyone that may have been wondering, I'm trying to implement a function into either FR's matter inquisition field, or Ultiman's energy dissipation/distabilization field (or both) that makes the combine balls explode on impact. I've not seen it done before, and it could potentially lead to some interesting puzzles
Guy: Hey dure i will date u
Girl: sure
Quote from FelixGriffin on August 28, 2014, 6:42 pmIf it helps, I implemented Mevious's Rexaura positron orbs in Portal 2 using a trigger_multiple with a filter_combine_ball_type. OnStartTouch !activator Explode.
If it helps, I implemented Mevious's Rexaura positron orbs in Portal 2 using a trigger_multiple with a filter_combine_ball_type. OnStartTouch !activator Explode.