[solved] trigger_catapult does not check collisions

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Brainstone
401 Posts
Posted Sep 03, 2012
In my map, the player approaches a cube and wishes to grab it. But before that happens, he steps into a trigger_once and an arm catapults the cube away.

Obviously, the cube needs to be inside of a disabled trigger_catapult, which is then enabled. However, when the trigger is enabled, the cube won't move. -> trigger_catapult doesn't check for collisions when its enabled.

Another thought was to put the trigger slightly above the cube, which is afterwards pushed into it by the robot arm. This, though, makes the cube uncontrolable. It will miss the target and hit other objects in the room.

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zivi7
649 Posts
Posted Sep 03, 2012
Replied 40 minutes later
I had the same problem with a coop-map: Player 1 lets a dropper drop a cube onto a deactivated faithplate, Player 2 stands on a button to activate the faithplate and fire the cube.

Eventually, I made a 1 unit thick physics clip above a 1 unit thick catapult that got deactivated when the cube was supposed to be launched. I never found another way to do it.

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josepezdj
2,386 Posts
Posted Sep 03, 2012
Replied 46 minutes later
Good workaround zivi7 :thumbup:

Brainstone, have you checked the flag "physics objects" and set the "Physics Objects Speed" to a value enough to catapult the cube?

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Brainstone
401 Posts
Posted Sep 03, 2012
Replied 21 minutes later
Of course. The catapult works if I lift the cube and let it fall into the trigger.
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josepezdj
2,386 Posts
Posted Sep 03, 2012
Replied 22 minutes later
OK, I've found this thread here. Looks like it is a known and common issue with the trigger_catapult entity. If the cube is already sat down on the trigger, it won't get launched, however if the cube isn't there and touches the trigger_catapult enabled, it is launched.

In this thread 2 ppl suggests a good workaround: use a trigger_push below with direction of push set up (-90 0 0) with some low push value (that makes your cube reach the trigger_catapult ofc :wink:), and problem solved. :thumbup:

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FelixGriffin
2,680 Posts
Posted Sep 03, 2012
Replied 1 hour later
What happens if a func_clip_vphysics is enabled around it? Same problem?

Also, chariots chariots. :lol: What was the pre-DLC2 rank for having over 500 posts?

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Brainstone
401 Posts
Posted Sep 03, 2012
Replied 3 hours later
Okay guys, thanks for your help. I did it zivi7's way.