Please or Register to create posts and topics.

Gravity manipulation

PreviousPage 4 of 7Next

yeah i had the same problem with the tank. so i moved the path node waaaaay back behind the player and positioned the tank's rotational axis accordingly

Just when I think I understand the system, it changes on me.

Ok, sounds like you've got it figured out then! :thumbup: looking forward the map!

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

is there no way to make a func_tank change speeds on an input

Just when I think I understand the system, it changes on me.

I don't think so, what are you attempting to do with it?

You could try quickly swapping out the gun parent and tank to a faster or slower one, then setting it back.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

I'm not sure if I should be suggesting this, but AddOutput can do that.

*runs for cover*

Falsi sumus crusto!

this is actually for a differant tank used for an enemy, entirely separate from the gravity gun,

I can't seem to find a list of outputs that can be used for Addoutput on a func_tank specifically, aside from the normal ones.

Suggestions?

Just when I think I understand the system, it changes on me.

AddOutput can be used to connect outputs, true, but it has a second power. If you invoke it as AddOutput "keyvalue value" it will actually change the specified value on the entity. This isn't documented, but it's really useful in scripting.

Falsi sumus crusto!

definitately worth trying, thanks

Just when I think I understand the system, it changes on me.

I don't think i did it right. I have this set from a relay, but it didn't change the rate of motion from 150 to 50 like i wanted

ontrigger - tank - addoutput - pitchrate 50, yawrate 50

Just when I think I understand the system, it changes on me.

No commas.

Falsi sumus crusto!
PreviousPage 4 of 7Next