Re: combine ball
Posted by omegaslayer on
Fri Dec 31st 2004 at 8:07pm
2481 posts
595 snarkmarks
Registered:
Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
Okay I wonder how they made this work like in the final levels, where
there would be a stream of them. The entity to use is
props_combine_ball with the model set to
models/Effects/combineball.mdl. I know this much from the game (impulse
106), but when I place it in a level two things happen:
1) The ball starts off tiny, but is I grab it with the grav gun then it returns to its regular size.
2) When it is fired it is extremely fast, too fast to match that of what the final level contained.
Ive tried experimenting in many different ways. BTW there is parent
option, so that is out of the question. How do I make this work?
Re: combine ball
Posted by IrishGuinea on
Fri Dec 31st 2004 at 8:23pm
51 posts
5 snarkmarks
Registered:
Nov 14th 2004
Occupation: Production Manager
Location: USA
I havent figured it out yet myself but if you go to sourcesdk/bin/prefabs/hl2prefabs there are sample maps of different things, including a combine ball spawner and generator. however i enclosed the ball spawner and compiled and it didnt work. but you can see how it was made by ungrouping evrything and seeing what they used. then try and get it to work :smile:
Re: combine ball
Posted by omegaslayer on
Fri Dec 31st 2004 at 8:43pm
2481 posts
595 snarkmarks
Registered:
Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
Make you post an answer because it is correct :biggrin: Thanks
Re: combine ball
Posted by W01f on
Sun Jan 2nd 2005 at 8:23am
20 posts
12 snarkmarks
Registered:
Dec 19th 2004
Location: Canada
Create a small trigger brush, and make it a combine_ball_spawner. Set
its fields, and there you have it. Your very own stream of balls...oh
how I love balls. I love picking them up and playing
wit...ehm..anyways..you'll have to create the rest of the effects
yourself (like the beam, holder, flare ect..)