Sentry rockets and reflecting

Discussion in 'Mapping Questions & Discussion' started by DeOntwerper, Dec 17, 2014.

  1. DeOntwerper

    DeOntwerper L1: Registered

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    Heya there,

    How would I be able to reflect or "push" the rocket projectiles that come from a sentry, within the map?

    I tried a trigger_push with pushables then physics objects ticked in the flags...however nothing seems to happen (yes I set the pitch/yaw/roll)

    Any help would be much appreciated.
     
  2. Izotope

    aa Izotope Never releases maps

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    You don't change the pitch/yaw/roll of the entity itself, you only change them for the key "push direction"

    Also just check "everything" just in case
     
  3. DeOntwerper

    DeOntwerper L1: Registered

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    The push direction was what I was referring to, sorry I didn't mention it.

    I've ticked everything (also the rest of the stuff such as client, physics objects, physics debris etc)...and still no dice.
     
  4. Izotope

    aa Izotope Never releases maps

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    Are you sure your push force is greater than sentry rockets?
     
  5. DeOntwerper

    DeOntwerper L1: Registered

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    I put the force as 400.
     
  6. Lampenpam

    aa Lampenpam

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    Are rockets even affected by trigger_push in the first place?? I highly doubt that.
     
  7. DeOntwerper

    DeOntwerper L1: Registered

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    They don't seem to be affected by it.

    Surely there must be some way of doing it...
     
  8. Lampenpam

    aa Lampenpam

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    I'm pretty sure there is no way :/
     
  9. Crash

    aa Crash func_nerd

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    I'm not sure about sentries, but I know my bass cannon's trigger pushes on Wubwubwub can push players rockets away, it's one of the few little quirks about the map I haven't heard many people notice yet.

    This is how I have it set up:

    [​IMG]
    [​IMG]
     
  10. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Crash - when the rockets get pushed away - are they reflected back at the shooter or are they reflected randomly?
     
  11. Crash

    aa Crash func_nerd

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  12. DeOntwerper

    DeOntwerper L1: Registered

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    Had to ramp the speed up to 8000...
     
  13. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Thanks for the info it will help me out :)
     
  14. fauks

    fauks L2: Junior Member

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    You could make a reflecting forcefield with this hehehe.
     
  15. Lampenpam

    aa Lampenpam

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    I'm genuinly suprised that they are pushable in the end. Good to know
     
  16. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    exactly what I'm going to use it for :thumbup1: