• prop_combine_ball?
    2 replies, posted
Im trying to spawn a normal combine ball with a command that stays alive forever, how can I do this? The code below spawns a very tiny combine ball that wont move until I physgun it. :/ [code] concommand.Add( "ballz", function( ply, cmd, args ) local ball = ents.Create( "prop_combine_ball" ) if ( !IsValid( ball ) ) then return end ball:SetModel( "models/effects/combineball.mdl" ) ball:SetPos( player.GetByID(1):GetPos() ) ball:Spawn() end ) [/code]
[code] local hBallGen = ents.Create("point_combine_ball_launcher") hBallGen:SetPos(player.GetByID(1):GetPos()) hBallGen:Spawn() hBallGen:Activate() hBallGen:SetKeyValue("ballcount", "10") hBallGen:SetKeyValue("ballrespawntime", "-1") hBallGen:SetKeyValue("maxballbounces","99999") hBallGen:SetKeyValue("maxspeed", "1000") hBallGen:SetKeyValue("minspeed", "1000") hBallGen:SetKeyValue("angles", tostring(whatever angle you want)) hBallGen:SetKeyValue("launchconenoise", "5") hBallGen:SetKeyValue("spawnflags", "2") hBallGen:Fire( "launchBall", "", 0 ) [/code] Here's an example. The way to achieve a long lifetime for it is to increase its "maxballbounces" attribute. I'm not sure if there's a limit to that parameter, but 99999 bounces would take a pretty long time to occur. This Combine Ball is the exact type that's fired from the AR2.
Also don't forget to remove that entity after you're done.
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