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[TF2] Bird Launcher


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FlaminSarge
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Join Date: Jul 2010
Old 08-20-2012 , 21:49   Re: [TF2]Bird Launcher
Reply With Quote #21

Ah, no. I should do that. At some point. Eventually. Yes.

I was just going to yoink Powerlord's projectile replacer and improve it a bit with the new stuff. Or maybe rewrite the whole thing. I don't know.
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Powerlord
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Old 08-21-2012 , 01:05   Re: [TF2]Bird Launcher
Reply With Quote #22

Quote:
Originally Posted by FlaminSarge View Post
Ah, no. I should do that. At some point. Eventually. Yes.

I was just going to yoink Powerlord's projectile replacer and improve it a bit with the new stuff. Or maybe rewrite the whole thing. I don't know.
You probably should, I kinda... stopped working on it and moved onto other things. Although, I am working on one less plugin these days.
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ozgaming
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Join Date: Aug 2011
Old 09-03-2012 , 06:47   Re: [TF2]Bird Launcher
Reply With Quote #23

Would it be easy to do this for the flare gun as well?
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 09-06-2012 , 08:32   Re: [TF2]Bird Launcher
Reply With Quote #24

This is really cool. I made some custom rocket models hoping to use something like this, but I need to fix collision/vphysics before I can enable it on all clients, perhaps you know what would cause the issue?

The physics of the projectiles become modified when they are edited. For example, if I replace the tf2 rocket, with a rocket of identical vphysics, the rocket hitbox becomes enormous and can no longer enter doorways or fire near corners. I suspected that perhaps when the model was set it was setting solidity to use bounding box instead of vphysics on the model, but when I sent the value to change it, it still did the same thing. Perhaps I did something wrong/edited the wrong key?

Anyhow, it would be nice to have it fire normally sized rockets, or have it use the vphysics of the model which it fires, how can I make it do this?
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 09-24-2012 , 04:32   Re: [TF2]Bird Launcher
Reply With Quote #25

:S
Still need to figure out the bounding box issue, i'll look at it in a few days

Last edited by friagram; 09-24-2012 at 04:42.
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Heniek888
Junior Member
Join Date: Mar 2013
Old 05-28-2013 , 10:57   Re: [TF2]Bird Launcher
Reply With Quote #26

doesn't work on soldiers (20% of rockets are birds, rest normal)
demoman ok
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Tylerst
Veteran Member
Join Date: Oct 2010
Old 05-28-2013 , 18:24   Re: [TF2]Bird Launcher
Reply With Quote #27

Updated to 1.1.0
-Rewrite of original plugin
-Changed TF2Only to use AskPluginLoad2
-Plugin now requires SDKHooks
-Can now set the rocket model to whatever you want with sm_birdlauncher_model


Note: Changed file name to BirdLauncher. Make sure you remove the previous version.

Last edited by Tylerst; 05-28-2013 at 18:27.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 05-29-2013 , 05:35   Re: [TF2]Bird Launcher
Reply With Quote #28

you should set mins/maxs to 0.0 so that the rockets behave normally around geometry
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FlaminSarge
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Join Date: Jul 2010
Old 06-04-2013 , 23:13   Re: [TF2]Bird Launcher
Reply With Quote #29

Is that what made rockets ungrabbable? Jeez, woulda been great to have realized that earlier.

No animations this time around, Tylerst?
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 06-05-2013 , 02:04   Re: [TF2]Bird Launcher
Reply With Quote #30

Quote:
Originally Posted by FlaminSarge View Post
Is that what made rockets ungrabbable? Jeez, woulda been great to have realized that earlier.

No animations this time around, Tylerst?
I dont think projectiles support animations, just like physics props do not.
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