Frankenturrets follows you
Quote from Jade2k8 on June 5, 2012, 4:25 amQuick 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 defaultAny clue on how to recreate that effect?
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?
Quote from Vordwann on June 5, 2012, 7:10 amI 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.
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.
[spoiler][SP] Alternate[/spoiler]
Quote from zivi7 on June 5, 2012, 9:06 amI 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,...
I don't know much about Hammer, but couldn't this help?
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
Quote from Jade2k8 on June 5, 2012, 10:21 amGeez...would have been fun to make theses guys runing after you and self-destruct once they get close enough
Geez...would have been fun to make theses guys runing after you and self-destruct once they get close enough
Quote from Skotty on June 5, 2012, 10:33 amTheir 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.
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.
Quote from CamBen on June 5, 2012, 10:36 amcouldn'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?
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?
Aperture Science: We do our science asbestos we can!

Quote from Nacimota on June 5, 2012, 10:57 amzivi7 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,...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 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.
Quote from Jade2k8 on June 5, 2012, 1:51 pmA 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..)
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..)
Quote from CamBen on June 5, 2012, 7:44 pmno, parent the frankenturret to the tank, and parent the phys_trhuster to the tank also.
no, parent the frankenturret to the tank, and parent the phys_trhuster to the tank also.
Aperture Science: We do our science asbestos we can!
Quote from Vordwann on June 5, 2012, 8:22 pmCamBen 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.
These all sound like the most ridiculous and disgusting setups in the world.
[spoiler][SP] Alternate[/spoiler]