Follow players movement . . ?
Quote from 7Voo on June 11, 2011, 9:55 amMh, I've been playing around with func_tank a bit before, but I didn't know it can move/rotate automaticly.
But there is another thing that I need now. A thing, that shoots . . currently it "shoots" via a func_tracktrain but I would need to clear the parent everytime it shoots and get it back to the objekts rotate position so it'll shoot out of the weapon thing again . .Right now I stoped the objekt (the turret) everytime it shoots.
I'm currently uploading a video for demonstration.
Mh, I've been playing around with func_tank a bit before, but I didn't know it can move/rotate automaticly.
But there is another thing that I need now. A thing, that shoots . . currently it "shoots" via a func_tracktrain but I would need to clear the parent everytime it shoots and get it back to the objekts rotate position so it'll shoot out of the weapon thing again . .
Right now I stoped the objekt (the turret) everytime it shoots.
I'm currently uploading a video for demonstration.
Quote from 7Voo on June 11, 2011, 1:39 pmHere it is: http://www.youtube.com/watch?v=wNkp2b62Boo (:
Here it is: http://www.youtube.com/watch?v=wNkp2b62Boo (:
Quote from Rand0mNumbers on June 11, 2011, 7:26 pmIf I understand correctly, you need the projectile to return to the turret after it explodes. Couldn't you use a template to spawn the projectiles and kill them upon detonation? That way, when you need another projectile, you send the template "ForceSpawn" and repeat as necessary?
Alternatively, you could use a point_futbol_shooter, parent it to the func_tank, and have it fire at set intervals.
If I understand correctly, you need the projectile to return to the turret after it explodes. Couldn't you use a template to spawn the projectiles and kill them upon detonation? That way, when you need another projectile, you send the template "ForceSpawn" and repeat as necessary?
Alternatively, you could use a point_futbol_shooter, parent it to the func_tank, and have it fire at set intervals.
Quote from 7Voo on June 12, 2011, 8:01 amYup that would be the solution, but the problem is I don't know how to set a targetname for the spawned objekt . .
I tried the filter and stuff, but it didn't seem to work.
I could use the !activator, but that could be a cube too.Or would it work if I create a filter for the cube that won't let him pass ?
But the problem there again would be that the cube gets spawned too.A last solutuion that I haven't tried yet would probably be to set an "AddOutput" to the activator right where it spawns, but I don't exactly know, how this AddOutput thing works. Something like AddOutput -> !activator -> targetname rocket ?
Yup that would be the solution, but the problem is I don't know how to set a targetname for the spawned objekt . . ![]()
I tried the filter and stuff, but it didn't seem to work.
I could use the !activator, but that could be a cube too.
Or would it work if I create a filter for the cube that won't let him pass ?
But the problem there again would be that the cube gets spawned too.
A last solutuion that I haven't tried yet would probably be to set an "AddOutput" to the activator right where it spawns, but I don't exactly know, how this AddOutput thing works. Something like AddOutput -> !activator -> targetname rocket ?
Quote from Rand0mNumbers on June 12, 2011, 3:31 pmThe spawned object will have the same targetname as defined in Hammer every time (you have to name it for the template to use it).
I suggest taking a look at the VDC for AddOutput, but you're pretty much right.
The spawned object will have the same targetname as defined in Hammer every time (you have to name it for the template to use it).
I suggest taking a look at the VDC for AddOutput, but you're pretty much right.
