Using Trigger_Catapult to break stuff
Posted Jun 04, 2011
I am working on a project and am wondering how to setup a trigger_catapult so that when you impact it hard enough it breaks. I need to know whats important, like is the lanch direction important ect. I know that to trigger its onCatapulted but how do I set it up so it triggers right?
thanks
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Posted Jun 04, 2011
Replied
45 minutes
later
Are you trying to make the trigger_catapult break when the player hits it hard enough or make something else break when the player is catapulted at it hard enough?
Posted Jun 04, 2011
Replied
1 hour
later
WinstonSmith wrote:
Are you trying to make the trigger_catapult break when the player hits it hard enough or make something else break when the player is catapulted at it hard enough?
trying to break something else via the onCatapult so when impacted hard enough it Breaks it with that output.
Posted Jun 04, 2011
Replied
4 minutes
later
So...the player jumps on the trigger_catapult, is flung at something, hits that something and breaks it?
If that's what you're trying to do you don't need to mess with the trigger_catapult at all; just turn whatever the player's hitting into a func_breakable and 1) set the force to break it low or 2) check "Break on Touch".
Posted Jun 05, 2011
Replied
2 hours
later
The catapult is used and in prop_dynamic ago Start Disabled
When the player is catapulted, you put a trigger_once in the path of the player who is catapulted and you put on Start Touch/Name prop_dynamic/Disable
When the player is catapulted, you put a trigger_once in the path of the player who is catapulted and you put on Start Touch/Name prop_dynamic/Disable
Posted Jun 05, 2011
Replied
1 hour
later
I think he is using the catapult to check the velocity, not using it as a catapult.
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Posted Jun 05, 2011
Replied
9 hours
later
Just be sure to set the threshold to the right velocity percentage then, and onCatapulted->func_breakable->break?