func_combine_ball_spawner

I’ve scoured Facepunch and Google for the answer to my question, but to no avail.

So, is it or is it not possible to make a SWEP that shoots combine balls? Or does one have to take the material of the combine ball and script custom mock-up combine ball behaviors?

Yes, it is easily possible. Have a look at **[Ents.Create

http://wiki.garrysmod.com/favicon.ico](http://wiki.garrysmod.com/?title=Ents.Create)** and **[Entity.SetVelocity

http://wiki.garrysmod.com/favicon.ico](http://wiki.garrysmod.com/?title=Entity.SetVelocity)**

So, something like this?



local ball = ents.Create ("func_combine_ball_spawner");
ball:SetPos (self.Owner:EyePos() + (self.Owner:GetAimVector() * 16));
ball:SetAngles (self.Owner:EyeAngles());
ball:SetVelocity(200);
ball:Spawn();


P.S. I’m very new to LUA

I’m pretty sure there’s still no way to correctly spawn and launch a combine ball.

D: I was afraid of that.

Here’s a working example of a SWEP by Andrew McWatters :

I’m pretty sure you can just spawn a prop_combine_ball with a effects keyvalue to make it look ‘real’,then add velocity to it.

Still shoots those tiny combine balls :[

You’d be better off remaking the combine ball as a scripted entity than trying to fiddle around with the real one.

Figured as much.

There’s a SENT in the new Cloudscript that launches them :O. I wonder how he did it?

The way that is done, and trying to get it to work within a SWEP is just horribly hacky, just so you know.

I know how to pull it off though.

I would like to see that :smiley:

Its very possible

http://toybox.garrysmod.com/ingame/?view=60

Take a look at that

I love you.

Awesome.