Simple as that - I'm trying to make a similar combine ball to the one that comes out of the AR2 on secondary fire. Here's what I have so far:
local ball = ents.Create("prop_combine_ball")
ball:SetPos(self.Owner:GetShootPos() + self.Owner:GetForward()*100)
ball:GetPhysicsObject():SetVelocity(self.Owner:GetAimVector() * 100 )
There's a couple of problems though.
[list][*]I've tried setting the spawnflags so it breaks on touch/pressure, but when I run into it it kills me and keeps going.[*]The ball is ridiculously small, like 1/10th of the size of a usual combine ball. I think I'm using the correct model though.[*]I tried it without initializing physics, but then it just did the same thing but went through the world.[/list]