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Help with tf_generic_bomb

tyjle · 6 · 1056

tyjle

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I would like to know if there is a way to make a tf_generic_bomb not detonate from being shot by a rocket, but still detonate by being shot with a shotgun.


tyjle

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For some reason, func_nogrenades blocks rockets on props, but not the bomb entity model.


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You can use the trick I used on ofthehats bonus with shotgun pogo. a trigger_push filtered to detect rockets and cow mangler beams (they are different entities so you should use filter_multiple for that). trigger push set to launch rockets directly upwards where they hit the celling that has func_nogrenades / disappear in the skybox.

A more elegant solution could be renaming all the rockets near the bomb into something and then kill the named entities with filtered trigger_multiple (OnStartTouch, !activator, Kill).


tyjle

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You can use the trick I used on ofthehats bonus with shotgun pogo. a trigger_push filtered to detect rockets and cow mangler beams (they are different entities so you should use filter_multiple for that). trigger push set to launch rockets directly upwards where they hit the celling that has func_nogrenades / disappear in the skybox.

A more elegant solution could be renaming all the rockets near the bomb into something and then kill the named entities with filtered trigger_multiple (OnStartTouch, !activator, Kill).
How would I go about renaming the rockets? If it helps, my goal is to make it impossible to use rockets, in any way, to jump. I would like for the map to detect a rocket and then delete it as soon as possible.


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Okay, I ended up with a setup that is way more simple. Turns out renaming is not necessary, we can kill entities directly with trigger_multiple filtered by class name. It is not flawless since there is a trigger refire delay, so the rocket may still explode if fired directly into the wall while standing next to it, so I'd recommend to also use nogrenades.

Here is a VMF with a basic setup for this. This will make both rockets and cow mangler beams disappear in the red area. You may try to lower the trigger refire rate (currently, 0.01)  if you want to try to make it more reliable and get rid of nogrenades.


tyjle

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Okay, I ended up with a setup that is way more simple. Turns out renaming is not necessary, we can kill entities directly with trigger_multiple filtered by class name. It is not flawless since there is a trigger refire delay, so the rocket may still explode if fired directly into the wall while standing next to it, so I'd recommend to also use nogrenades.

Here is a VMF with a basic setup for this. This will make both rockets and cow mangler beams disappear in the red area. You may try to lower the trigger refire rate (currently, 0.01)  if you want to try to make it more reliable and get rid of nogrenades.
god gamer right here

thx

(you can still sometimes hit the bomb, but it's inconsistent enough to where I'm happy with it.)
« Last Edit: May 11, 2018, 01:03:41 AM by tyjle »