grenade!!!

WAR_Nuker

Newbie
Joined
Mar 29, 2005
Messages
627
Reaction score
0
id like to make a trap that shoots live grenades. i know id like to use a func_button that activates an env_shooter that launches the grenades, but where do i find the item that i want to shoot (in other words, whats the live grenade model called)? if thats a no go, would it be ok to create an env_shooter that launches flaming barrels instead? im pretty sure i seen that in HL2 single player.
 
you might nead a timer on the barrels and stuffto make them go off like the delay might be 3.00 seconds
 
i know what you mean but what do i use to do that? i dont think i can find the live grenade model so i think im stuck with the barrels. i put in for the func button to make the shooter shoot the barrels. i also checked a flag marked "on fire" for the shooter so the barrels come out flaming. the thing is though they dont explode. they dont even collide with eachother. i even selected physics where it says simulate (for the shooter i mean) im trying to do this now with the point template. instead of the shooter.
 
WAR_Nuker said:
i know what you mean but what do i use to do that? i dont think i can find the live grenade model so i think im stuck with the barrels. i put in for the func button to make the shooter shoot the barrels. i also checked a flag marked "on fire" for the shooter so the barrels come out flaming. the thing is though they dont explode. they dont even collide with eachother. i even selected physics where it says simulate (for the shooter i mean) im trying to do this now with the point template. instead of the shooter.

make a launcher launch env_explosion that is paranted to a granade that somes out of the launcher and after lets say 3 seconds u explode the env_explosion and about .1 seconds later u "kill" the granade. I think that might actually be possible. Never actually tried it. Just came up with it right now.
 
I don't think the objects thrown by an env_shooter would be able to act as parents.

Wouldn't it be easier to spawn an npc_grenade_frag entity, launch it with an env_physimpact/env_physexplosion, then Ignite it when you wish it to explode?
 
ive never used physimpact or physexplosion before....and i didnt read your post until 3 days after the fact....go figure. i did figure out how to spawn 3 barrels in .5 second intervals though. elaborate on how i should use these entities please, cause ive never used em. ill get back to you in about 3 days....im gonna be out of town.
 
env_physexplosion
An entity similar to env_explosion. Instead of blowing up, creating a big firework, and doing damage, however, a physexplosion is completely invisible and serves only to push physics props around. It can also damage them.

env_physimpact
An entity similar to env_physexplosion that projects a physical force in one direction for a set distance rather than sending a force in all directions.

Either one is just a very strong force to throw the grenade out of the cannon (or whatever device of throw you're using) with reasonable speed.
 
Interesting. Maybe they don't. I would've sworn shooting them launched me across the map.

You could use the other guy's env_explosion idea in conjunction with the grenades. Launched grenades are real objects, so they could have children.
 
i can get the explosion to work without parenting...but im having trouble doing it with parenting.
 
ok so after some tests i conclude this. env_explosion doesnt like parents that are physics props. i tried this with the grenade frag, prop_physics with grenade model, and physbox to get this to work with a grenade or something that resembles a grenade. the only option i seem to have at this point is to resort back to the explosive barrels - since its the only thing i have got to work so far. not bad since they do fit where i want them. if you have any other ideas for my little grenade trap, please post.
 
Back
Top