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Follow players movement . . ?

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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.

Here it is: http://www.youtube.com/watch?v=wNkp2b62Boo (:

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.

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 ?

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.

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