Non-Deadly Combine Balls

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FelixGriffin
2,680 Posts
Posted Jul 18, 2012
One of my maps includes combine balls which are non-deadly but painful. I had a trigger around the player which killed the activator and dealt some damage, and it worked perfectly when I used a point_combine_ball_launcher. But now I switched to the parentable point_energy_ball_launcher, and it doesn't work the same. The trigger is triggered, but the ball explodes when it's killed, killing the player too. How can I prevent this?
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CamBen
973 Posts
Posted Jul 18, 2012
Replied 6 minutes later
if you are making it rotate, for example, shoot a ball in 4 different directions, each time the launcher rotates, enable a new point_combine_ball_launcher and disable the previous.
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FelixGriffin
2,680 Posts
Posted Jul 18, 2012
Replied 57 minutes later
Yeah, I think I'll just switch back. Combine balls have some nice features, such as dying when they get to the skybox, the only problem is that they always have infinite life.
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CamBen
973 Posts
Posted Jul 18, 2012
Replied 1 hour later
you culd have a trigger to kill them activate along their path once the time is up.
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FelixGriffin
2,680 Posts
Posted Jul 18, 2012
Replied 16 minutes later
I'm using a tank which aims at the player, but I could put a trigger in front of the barrel which kills the activator after ~10 seconds (sort of creating an event queue).