I am trying to spawn live bumpmines (basically as if a player thew them but without the actual throwing part). While it is easy to create the according entity bumpmine_projectile
, it does not behave like bumpmines thrown from weapon_bumpmine
- will not use the same physics
- will float slightly off of the ground
- won't stick to surfaces nor turn to face slopes when put on them
- simply cannot be used at all (always deactivated)
I have checked the netprops of the entity and switched m_bArmed
from 0 to 1. This causes the blue particle effect on them to appear, but does not actually activate them nor does it cause their "armed" sound to play.
Seems like it is either very hard to replicate the way Valve handles them or that I'm missing something obvious. I have tried changing a couple other props to ones that I took from self-thrown, working bumpmines (via GetEntProp
) – to no avail. These are the netprops I tested and their respective values.
m_vecVelocity: [-230.03, 3.15, 0.00] // This varies and seems to be the velocity just before the game freezes them in place on impact.
m_vecForce: [0.00, 0.00, 0.00]
m_vecParentBonePos: [0.00, 0.00, 0.00]
I'm not even looking for them to behave exactly the same, I would be happy with them being usable at all. Would be awesome if anyone knew how to do it or had another idea.