Follow players movement . . ?
Quote from 7Voo on June 6, 2011, 6:29 amHey guys, I'm currently trying to get some life in this little guy:
http://dl.dropbox.com/u/14645664/hammer.JPG
By letting him shoot bullets (rockets).
There is a model called rocket which is exact the same he's wearing as ammo.
Unfortunately he has no animation, but I can still let him rotate.I first made a spawner for the bullets.
But I couldn't track these because they are no physics objects.So now I made a func_tracktrain and parented the rocket to it.
Because I want to rotate the guy later I need to track the rocket/tracktrain so it'll explode and start from the beginning if it hits a wall.Also I need to know how to let objects rotate (follow) to the players movement.
If anyone knows a solution please answer. (:
Hey guys, I'm currently trying to get some life in this little guy:
http://dl.dropbox.com/u/14645664/hammer.JPG
By letting him shoot bullets (rockets).
There is a model called rocket which is exact the same he's wearing as ammo.
Unfortunately he has no animation, but I can still let him rotate.
I first made a spawner for the bullets.
But I couldn't track these because they are no physics objects.
So now I made a func_tracktrain and parented the rocket to it.
Because I want to rotate the guy later I need to track the rocket/tracktrain so it'll explode and start from the beginning if it hits a wall.
Also I need to know how to let objects rotate (follow) to the players movement.
If anyone knows a solution please answer. (:
Quote from 7Voo on June 6, 2011, 8:41 amI GOT A SOLUTION!!
I had to set the model to prop_physics_override.
Then suround it by a trigger_once which sets the !acttivator parented to the tracktrain.
I GOT A SOLUTION!! ![]()
I had to set the model to prop_physics_override.
Then suround it by a trigger_once which sets the !acttivator parented to the tracktrain.
Quote from 7Voo on June 6, 2011, 1:17 pmNow I just need to know how to let something follow the players movement . .
Now I just need to know how to let something follow the players movement . .
Quote from 7Voo on June 6, 2011, 3:07 pmActually I just want to track the movement, so I can rotate things facing to the players position.
Actually I just want to track the movement, so I can rotate things facing to the players position.
Quote from Kasc on June 6, 2011, 9:09 pmYes, but to do so you need something to target that you can call upon in hammer. If you place the spawn point within a trigger that sets the parent of an info_target to the !activator (making sure the info_target is in the spawn points position then you can use the info_target's position for the players.
Yes, but to do so you need something to target that you can call upon in hammer. If you place the spawn point within a trigger that sets the parent of an info_target to the !activator (making sure the info_target is in the spawn points position then you can use the info_target's position for the players.
Quote from yohoat9 on June 6, 2011, 9:44 pmCan you make a vmf of this if you get it to work? Would be greatly appreciated.
Can you make a vmf of this if you get it to work? Would be greatly appreciated.
Quote from 7Voo on June 7, 2011, 7:20 amyohoat9 wrote:Can you make a vmf of this if you get it to work? Would be greatly appreciated.Yes maybe, I'm going to release the map anyways.
Kasc wrote:Yes, but to do so you need something to target that you can call upon in hammer. If you place the spawn point within a trigger that sets the parent of an info_target to the !activator (making sure the info_target is in the spawn points position then you can use the info_target's position for the players.Since the rocket the turret shoots, is controlled by a func_tracktrain and func_rotating or func_door_rotating have to target to rotate to, I tried to set the parent of a "path_track" to the !activator when triggered.
But it doesn't seem to work. I tried this with the !activator as the player and with a cube as the !activator.
I also tried it via the target but this wouldn't make any difference anyway.
Yes maybe, I'm going to release the map anyways.
Since the rocket the turret shoots, is controlled by a func_tracktrain and func_rotating or func_door_rotating have to target to rotate to, I tried to set the parent of a "path_track" to the !activator when triggered.
But it doesn't seem to work. I tried this with the !activator as the player and with a cube as the !activator.
I also tried it via the target but this wouldn't make any difference anyway.
Quote from 7Voo on June 8, 2011, 7:18 amNo one has an answer ? :/
It would help me too if I had an alternative for the tracktrain.
I tried env_shooter, but it has no target and does no damage . .The env_laser can follow the player, but I can't make use of this, since it doesn't rotate the source block.
There must be a simple way to create a npc.
No one has an answer ? :/
It would help me too if I had an alternative for the tracktrain.
I tried env_shooter, but it has no target and does no damage . .
The env_laser can follow the player, but I can't make use of this, since it doesn't rotate the source block.
There must be a simple way to create a npc.
Quote from Rand0mNumbers on June 11, 2011, 12:28 amUse Func_tank and send it the following input: SetTargetEntity !player. Then, send it "Activate" when you want it to start tracking (No control volume needed).
That's what is used here: http://www.youtube.com/watch?v=wa6QaGCFWeE
Use Func_tank and send it the following input: SetTargetEntity !player. Then, send it "Activate" when you want it to start tracking (No control volume needed).
That's what is used here: http://www.youtube.com/watch?v=wa6QaGCFWeE
