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Frankenturrets follows you

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Quick question.

I want to create a Frankenturret which tries to reach you instead of moving straigh forward.
As well i would know if you know a way to make it move more quickly or make it "jump" farther than default

Any clue on how to recreate that effect?

I think the only way to make that believable would be to modify the source code for the frankenturret: something that nobody in the world but Valve itself has.

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I don't know much about Hammer, but couldn't this help?

Quote:
Override Parameters <string>
A list of physics keyvalues that are usually embedded in the model. Format is key,value,key,value,...

https://developer.valvesoftware.com/wik ... onster_box

Geez...would have been fun to make theses guys runing after you and self-destruct once they get close enough

Their AI isn't written to follow someone. You could do this by using npc_enemyfinders and phys_thrusters. They will push the turret in your direction.

couldn't you fake it by using a func_tank that looks at you, and parented to that is a trigger_catapult, and a frankenturret model?

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
zivi7 wrote:
I don't know much about Hammer, but couldn't this help?

Quote:
Override Parameters <string>
A list of physics keyvalues that are usually embedded in the model. Format is key,value,key,value,...

https://developer.valvesoftware.com/wik ... onster_box

No.

Override Parameters is a prop class keyvalue that allows you to override keyvalues in the model itself (the keyvalues shown in the properties window in Hammer are exposed by the class, not the model).

Before a model is compiled, it is composed of two main parts, the SMD and the QC file. The SMD is simply the mesh data and so forth for the model itself while the QC file is a human-readable script that describes physical properties of the model to the compiler (things like model name, collision model, animations, mass, etc.). In this respect, they are essentially the model equivalent of VMT files.

QC files contain a block called $keyvalues which describes a variety of prop behaviours such as breakability, flammability, explosivity.

You cannot change the way the frankenturret moves by modifying this data because its movement is implemented in the class itself, not in the prop/model.

A phys_thruster works ok for speeding up the monster box, but it seems that i cant manage to get it facing the player. I've tried a func tank parented to the Frankenturret, but nothing, as well i've tried to use that npc_enemyfinder entity but it seems it's not doing nothing (maybe im not using it properly..)

no, parent the frankenturret to the tank, and parent the phys_trhuster to the tank also.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
CamBen wrote:
no, parent the frankenturret to the tank, and parent the phys_trhuster to the tank also.

These all sound like the most ridiculous and disgusting setups in the world.

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