I am trying to modify the TTT-Tripmine to be remotely triggered rather than by a laser. For this purpose I replaced the npc_tripwire entity with an npc_satchel entity (both native HL2DM-ents). However when I tell the mine to explode the damage inflictor doesn't get indicated correctly.
When planting the mine on a vertical wall it recognizes it correctly and credits the player for the kill. When the mine is planted on the floor the world is credited for it.
Anyone possible know why it does that?
Read the [URL="http://facepunch.com/showthread.php?t=1250283"]sticky[/URL] for this forum
I am pretty sure that this question is ok in here and I don't see why I would be violating the rules of that sticky. After consulting the wiki I did not find my answer yet and therefore seek help here.
I think it's just silly to believe with a description of an uncertain problem, and no code posted, you believe anyone could know why it happens.
I just read a thread with a good description, and the code posted, and I still have no clue why their strange problem occurs.
What I don't understand is what the detonator has to do with the mine being on a wall or on the ground.
What code is there to give? I create an entity "npc_satchel", set the owner to the player, place it somewhere, freeze it with GetPhysicsObject():EnableMotion(false) and then trigger it with Fire(). It wouldn't help you at all if I gave you anything else because it has nothing to do with the actual problem.
However in the meantime I have decided for another way of solving my problem and you can happily ignore this thread.
[QUOTE=Mezzokoko;43313340]What code is there to give? I create an entity "npc_satchel", set the owner to the player, place it somewhere, freeze it with GetPhysicsObject():EnableMotion(false) and then trigger it with Fire(). It wouldn't help you at all if I gave you anything else because it has nothing to do with the actual problem.
However in the meantime I have decided for another way of solving my problem and you can happily ignore this thread.[/QUOTE]
I guess the real problem is because you are using the HL2DM weapons, they aren't actually sweps. So you can only hack around at them and touch a few of their properties. You don't actually have full control over them.
So it's ironic that your problem most likely exists BECAUSE you don't have any code to post.
Yep pretty much the same problem I realized aswell. I decided to code the explosion myself instead of letting the npc_satchel do it. I might then aswell replace it with a proper prop.
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