[TF2 Help] point_template & tf_projectile_rocket

PootisSpencer

L1: Registered
Nov 28, 2011
11
3
I'm trying to get a rocket to fire at a player when they enter in a certain area.

I've got:

tf_projectile_rocket PE, named "rocket" <-- this shows red in hammer

point_template PE, named "rocket_spawner", template1 "rocket"

trigger_multiple BBE, "Clients" is checked, named "rocket_trigger", Output: OnStartTouch rocket_spawner ForceSpawn


doing a fast compile and testing, the rocket DOES in fact spawn, I can see it,
but it doesn't move or have any other physics applied to it.
it just "hangs" where it was spawned, doesn't deal damage when it explodes, but it does explode when I touch it.
 
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henke37

aa
Sep 23, 2011
2,075
515
I guess the entity wasn't designed to be manually spawned then.

Fake it with a prop_dynamic, a trigger hurt, and whatever you need to make the explosion look believable.
 

PootisSpencer

L1: Registered
Nov 28, 2011
11
3
That could work, but do you know how to set the "owner" of the trigger_hurt?
if/when someone dies from it, I want it to register as a player kill, not environmental damage



EDIT: update

I got the rocket to move by adding an env_entity_maker and setting it to the point_template then changing the trigger output to target the env_entity_maker instead of the point_template.
also, I parented a trigger_hurt to the projectile and it works!
the downside is, I can't seem to set the 'attacker' event parameter.


trigger_hurt
targetname 'rocket_damage'

trigger_multiple
targetname: 'rocket_trigger'
My Output Named: OnStartTouch
Targets entities named: 'rocket_damage'
Via this input: AddOutput
With a parameter override of: 'attacker !activator'
After a delay in seconds: 0.00



Edit2: I might have to write a sourcemod plugin to change the attacker :/
 
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