Odd Problem With Exploding Entities

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Spam Nugget
492 Posts
Posted Dec 19, 2011
Im having a really weird problem with exploding prop_physics_override.
Basically, I wanted to make a bomb like those in the game but without the annoying habit of flying out of portals at odd angles. So i grabbed a prop_physics_override, set the world model and explosion-relevant values, ticked the flag "break on touch" and put the thing so it spawns from a long tube on button press.
But im having problems.
First of all, it doesnt always explode when it hits the ground. Which is a bugger.
But the really annoying problem is that when a portal is placed underneath the tube, where the bomb will land, the bomb not only often smacks into the tube on its way out (presumably due to portal funneling??) but explodes in mid air above the portal. Every time. Remove the portal and it hits the floor every time. I cant for the life of me figure out why.
Any help with either problem would be appreciated immensely!
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beecake
484 Posts
Posted Dec 19, 2011
Replied 5 hours later
Why not just use the exploding_futbol? Whats the problem with that one?
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Mr. P. Kiwi
97 Posts
Posted Dec 19, 2011
Replied 1 hour later
The normal bomb flies out in 'odd directions', as I have come to understand, so you can better control it's movement. Ever noticed how it aligns itself with portals to go through them? If you want it to hit a specific target, make a trigger_catapult and add a launch target where you want it to hit.
Problem solved.
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Spam Nugget
492 Posts
Posted Dec 19, 2011
Replied 3 hours later
thabks, but that doesnt help me. first of all, there are too many possibilities for portal placement, and more importantly, one part of the puzzle specifically requires having it come out of a floor portal and then going back in.
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Spam Nugget
492 Posts
Posted Dec 20, 2011
Replied 7 hours later
bump!
Also, ive fixed the problem of it bouncing round the tube its coming out of byt tunring off smart edit and disabling portal funneling, but the damn thing still explodes whenever it gets too close to a portal.

EDIT: Also, interestingly if a portal is put underneath the dispenser and then fizzled then the bombs still explode in mid air. But if the portal is placed elsewhere then the bombs just hit the floor.........odd.

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Spam Nugget
492 Posts
Posted Dec 22, 2011
Replied 2 days later

bump.
i could REALLY use some help with this. ive uploaded the custom instance im using, if someone could take a look at it id really appreciate it.

bomb_dropper_mybomb.zip
Attachments
bomb_dropper_mybomb.zip
0.00 MB 30 downloads
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TheCakeIsASpy
75 Posts
Posted Dec 22, 2011
Replied 2 hours later
Prop_physics got exploding mechnisems as well. I couldn't solve your problem though :sad:
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Robdon
204 Posts
Posted Dec 22, 2011
Replied 4 hours later
Hi,

As beecake said, cant you use a prop_exploding_futbol?

Thats how Valve does it...

Rob.

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Spam Nugget
492 Posts
Posted Dec 22, 2011
Replied 8 hours later
I cant use prop_exploding_futbols because, as has already been stated, they dont fly straight out of portals. If you drop one straight into a portal and out of anopther floor portal, it still goes off at an angel and hits the floor rather than going back into the portal it left. This breaks the puzzle I want to do.
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Robdon
204 Posts
Posted Dec 23, 2011
Replied 7 hours later
Ah yes, sorry, didn't realise they meant that entity, and I didnt see that when I tested it, no I do though :sad:

Not sure then. It seems a bit strange it explodes early.

It even did it sometimes for me if the portal wasnt below the vent when the bomb comes out.

Rob.

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Spam Nugget
492 Posts
Posted Dec 23, 2011
Replied 2 hours later
Yeah it seems that whenever it comes within ~250 units of a portal the damn thing explodes. I tried using a prop_physics with the same settings and that acted exactly the same. Unfortunately.
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Lpfreaky90
2,842 Posts
Posted Dec 23, 2011
Replied 24 minutes later

Spam Nugget wrote:
Yeah it seems that whenever it comes within ~250 units of a portal the damn thing explodes. I tried using a prop_physics with the same settings and that acted exactly the same. Unfortunat?y.

Maybe use a damage filter? I'm not sure and at this point i cannot test it, but it might work?

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Spam Nugget
492 Posts
Posted Dec 23, 2011
Replied 19 minutes later
Okay, ive made some progress! Made a func_physbox with the model parented to it as a prop_dynamic_override, doesnt explode near portals! Now all I have to do is make it break when it hits the ground. Preferably without an overly complex useage of triggers and func_portal_detectors.