Exploding Futbol Launcher

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FelixGriffin
2,680 Posts
Posted May 22, 2012
I've been trying to make an Animal King Turret which shoots bombs, and it's almost all working. Only one thing is broken: whenever it fires the point_futbol_shooter, it goes so high it hits the ceiling. Only when the player is within a few feet of it does it arc in time, and that's with a double-height test chamber.

I'm working on uploading a VMF, but from the description, does anyone know what might be happening? I've even tried setting the launch force to 1, but nothing changes.

EDIT: Instance Link http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1965 (includes a modified version of the Animal King model by LuigiThirty)

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ChickenMobile
2,460 Posts
Posted May 22, 2012
Replied 35 minutes later
So are you using a catapult in order to launch it or just a shooter? I know there are different settings for how a catapult launches objects.
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FelixGriffin
2,680 Posts
Posted May 22, 2012
Replied 19 minutes later
Just a point_futbol_shooter. The IO is settarget !player, wait 1/10 second, shootfutbol. But it always goes sky-high.
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ChickenMobile
2,460 Posts
Posted May 22, 2012
Replied 24 minutes later
Have you raised the roof in order to see if it actually does launch at the player? It could not be.
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FelixGriffin
2,680 Posts
Posted May 22, 2012
Replied 24 minutes later
It does, but at such a steep trajectory the ceiling has fog over it. Is there a way to set the angle to launch at?
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ChickenMobile
2,460 Posts
Posted May 22, 2012
Replied 7 minutes later
Is there an option to change the speed? (not at home atm)
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FelixGriffin
2,680 Posts
Posted May 22, 2012
Replied 38 minutes later
Yes, but it doesn't seem to affect anything. It always hits the same spot on the ceiling, even if the launcher's angle is set to 90 0 0 or -90 0 0, and speed to 500 or 1.
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ChickenMobile
2,460 Posts
Posted May 23, 2012
Replied 2 hours later
:shrug:
If it is to difficult to do, try using a catapult instead.
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HMW
806 Posts
Posted May 23, 2012
Replied 10 hours later
Can't you pick alternative trajectories for the shooter? (on Linux atm)

There are always two valid trajectories, a high one and a low one. See if you can get the thing to select the low trajectory. (The catapult does offer that option.)

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Brainstone
401 Posts
Posted May 23, 2012
Replied 2 minutes later
I had also problems when using a point_futbol shooter. It has some serious problems. You should rather use a point template, comined with a prop_exploding_futbol and a trigger_catapult.
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FelixGriffin
2,680 Posts
Posted May 23, 2012
Replied 1 hour later
Thank you, since I only need it to launch forwards a trigger_catapult will work perfectly. :smile:
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FelixGriffin
2,680 Posts
Posted May 23, 2012
Replied 2 hours later
Update: The trigger_catapult is working now. Is there a way I can make it track an entity, id est, "aim" at the player?
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ChickenMobile
2,460 Posts
Posted May 23, 2012
Replied 2 hours later
On order to fire at the player you will need to add a !player in the launch target value. I think I remember that you have to set it as an actual target first (a info_target) and then using an output change it to the player.

E.g. OnTrigger -> catapult -> setTarget -> !player, OnTrigger -> catapult -> addoutput -> target !player

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FelixGriffin
2,680 Posts
Posted May 23, 2012
Replied 1 hour later
Thanks! That might be the cause of the new problem. I'll just wire it to a logic_auto.