"Mortar" Problems

G

GsGoodspeed

Guest
Okay, I've put together a prop_physics(chemical jar) and attached it to a thruster. You can then put this "shell" into a brush based cylinder and press a button which will turn the thruster on for only 0.1 seconds. This propells the Jar out the cylinder like a mortar. I've added sound and light to it and it looks really cool when fired and I'm very pleased how it works. However, when I wanted to make more than 1 shell to fire I have run into problems firing them one at a time with one button. I am willing to put a button per shell if neccary, but I want to have mabye 20 shells in the map I'm making.

With all the shells having different names, is it possible for the button to only fire the one in the barrel? Or mabye have an area that all the shell are "disarmed" and when they are out of that area they become effected by the button? I'm saying this because i don't want all 20 of my shells going off at once. What I would really like to do is have the shells have different forces based on the target you want to hit, so it would be great if I could fire all the shells individually.

Is there any way to do this? Hope i explained it well enough so you can understand.
 
maybe could you use a dummy object that is constrained somehow to then propel your objects, the object itself would be invisible but still physically modeled. That is the object you use with the thruster, and theoretically anything you put in the firing tube would then be sent flying by the dummy object (would be interesting to just allow the player to drop in whatever they wanted).
 
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