Frankenturrets follows you

Quote from msleeper on June 6, 2012, 1:18 amzivi7 -
You're a certified bro in my book, but stop bullshitting ideas out of your butthole if you have no idea what you're even suggesting.Jade2k8 -
No. There's no way to accomplish what you are wanting. You can settle for, at best, complete disgusting hacks of the physics systems. But they don't even have any real AI, they just spring kind of randomly. To say they go in straight lines is very generous.
zivi7 -
You're a certified bro in my book, but stop bullshitting ideas out of your butthole if you have no idea what you're even suggesting.
Jade2k8 -
No. There's no way to accomplish what you are wanting. You can settle for, at best, complete disgusting hacks of the physics systems. But they don't even have any real AI, they just spring kind of randomly. To say they go in straight lines is very generous.
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Quote from Skotty on June 6, 2012, 3:31 amVordwann wrote: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.
Doesn't work, func_tank has no physics.
You would need to parent the func_tank to the frankenturret and the phys_thruster at the func_tank (but I don't know if this still transfers the force on the turet).
These all sound like the most ridiculous and disgusting setups in the world.
Doesn't work, func_tank has no physics.
You would need to parent the func_tank to the frankenturret and the phys_thruster at the func_tank (but I don't know if this still transfers the force on the turet).
Quote from Jade2k8 on June 6, 2012, 6:08 amEffectively, func_tank doesn't have any physics, and ataching my Franky to the Tank, does rotate it but it keeps it floating above the ground since it is fixed to a non-physic brush.
Though,ataching the thrust to the Franky does speed it up if it is no parented to the tank but only if it keeps its physics properties.
Damn Wheatley...why you made your cubes so dumb!?
Effectively, func_tank doesn't have any physics, and ataching my Franky to the Tank, does rotate it but it keeps it floating above the ground since it is fixed to a non-physic brush.
Though,ataching the thrust to the Franky does speed it up if it is no parented to the tank but only if it keeps its physics properties.
Damn Wheatley...why you made your cubes so dumb!?

Quote from ChickenMobile on June 6, 2012, 8:10 amI was thinking about scripts... get the angle of the franken-turret, every times it jumps forward, change its' angles to a certain degrees more in the direction of the player... give it a push...
I was thinking about scripts... get the angle of the franken-turret, every times it jumps forward, change its' angles to a certain degrees more in the direction of the player... give it a push...

Quote from josepezdj on June 6, 2012, 8:59 amYeah! I was about to suggest the same (without the knowledge chickenmobile has got about it ofc!
).
I think that if this is finally achieved by func_tanks or whatever other parenting maneuver it would look odd anyway (will modify the moster box natural movement with sudden orientations or floating effect as mentioned...). I think the only good-looking system would be to use scripts. I haven't experimented much with this though but there are some interesting params that maybe could modify its predefined trayectory...
Just an idea:
1. Get player's angles (position in terms of pitch, yaw, roll )
2. SetVelocity / SetAngles of the prop_monster_box upon player's position.That of above can be achieved by triggering a logic_script. Then it would be necessary to fire this logic_script every once in a while by means of math_counter/logic_relays in order to continually update the direction of the monster box.
Yeah! I was about to suggest the same (without the knowledge chickenmobile has got about it ofc! ).
I think that if this is finally achieved by func_tanks or whatever other parenting maneuver it would look odd anyway (will modify the moster box natural movement with sudden orientations or floating effect as mentioned...). I think the only good-looking system would be to use scripts. I haven't experimented much with this though but there are some interesting params that maybe could modify its predefined trayectory...
Just an idea:
1. Get player's angles (position in terms of pitch, yaw, roll )
2. SetVelocity / SetAngles of the prop_monster_box upon player's position.
That of above can be achieved by triggering a logic_script. Then it would be necessary to fire this logic_script every once in a while by means of math_counter/logic_relays in order to continually update the direction of the monster box.
Quote from FelixGriffin on June 6, 2012, 9:33 amThe Frankenturret could use its thinkscript to always point at the player, then moving forwards would always go towards them.
The Frankenturret could use its thinkscript to always point at the player, then moving forwards would always go towards them.

Quote from josepezdj on June 6, 2012, 9:43 amYeah! you're right, it has its own "Entity scripts" and "Script think function" parameters. No need to use a logic_script.
Another possibility would be to disable the Smart Edit and add a Target !player new line?? Don't know if that would be exactly the command, I'm referring to the same one as the trigger_catapults have as "Launch Target".
Yeah! you're right, it has its own "Entity scripts" and "Script think function" parameters. No need to use a logic_script.
Another possibility would be to disable the Smart Edit and add a Target !player new line?? Don't know if that would be exactly the command, I'm referring to the same one as the trigger_catapults have as "Launch Target".
Quote from Jade2k8 on June 6, 2012, 9:52 amOk, im gettin my hands on doing a Squirrel script, i'll tell you if i get any success on this.
But there is also one more thing and I'm a little concerned because pakrat seems to don't have native support for including .nut files.
If i pack my .nut file on the .bsp that i will upload to the Workshop...should it work properly without any extra downloads?
Ok, im gettin my hands on doing a Squirrel script, i'll tell you if i get any success on this.
But there is also one more thing and I'm a little concerned because pakrat seems to don't have native support for including .nut files.
If i pack my .nut file on the .bsp that i will upload to the Workshop...should it work properly without any extra downloads?
Quote from Brainstone on June 6, 2012, 9:55 amThe answer is no. your users will have to download it seperately and out it in the right location. That is not due to Pakrat, but the way source works: It loads the scripts before you start any maps.
The answer is no. your users will have to download it seperately and out it in the right location. That is not due to Pakrat, but the way source works: It loads the scripts before you start any maps.

Quote from josepezdj on June 6, 2012, 9:56 amBrainstone wrote:The answer is no. your users will have to download it seperately and out it in the right location. That is not due to Pakrat, but the way source works: It loads the scripts before you start any maps.Completetly correct.
Completetly correct.