Please or Register to create posts and topics.

OnLooking trigger?

Is there an entity which have the OnLooking output? So if I am looking at a test element which this entity is set to, then something else will trigger?

Mostly lurking

Trigger_Look

Another Bad Pun wrote:

Awesome! I can't believe I didn't find it myself :)

Mostly lurking

We used this to make an interesting new fun element. You can tear it apart and see how it works:

Bumbleball - 'living' test element

Image

"Such monstrous sucking-constructions aren't built within one afternoon"

Yea i heard about it ;) I want to use to make some scary moments :)

Mostly lurking

Bump: Is it possible to a point_camera to have an OnLooking trigger?

Mostly lurking
beecake wrote:
Bump: Is it possible to a point_camera to have an OnLooking trigger?

Probably. You could try it out. If it doesn't work, try using an info_target in the same location as the camera.

Try out Twin Pillars, a Portal 2 map by BOB74j.
BOB74j wrote:
beecake wrote:
Bump: Is it possible to a point_camera to have an OnLooking trigger?

Probably. You could try it out. If it doesn't work, try using an info_target in the same location as the camera.

No i want the point_camera to be the entity triggering the onlooking trigger
What i've got right now is a Point_camera parented to a turret. You have to move the turret to the monitor so the camera shows what is is recording on the monitor. This will result in a paradox and the turret will explode.
I tried having an look_trigger triggering a filter_target_name with the output: OnTrigger; filter_target_name; TestActivator.

The properties of the filter is:

filter mode: Allow entities that match criteria
filter name: point_camera

and the outputs:

OnPass; turret; SelfDestructImmediately.

This didnt work out

Mostly lurking

Hrmm that's a difficult one. Technically a trigger_look only acts on a player's direction.

You could simulate it by actually forcing the turret to look in the direction of the monitor when it is in that area, create a trigger which is activated by either the camera or the turret and then make the camera 'setTarget' to the monitor.

You would also have to change the look direction of the turret. The only way I can see this happening is through a script. In this example you would create a logic_script and when the turret touches the trigger "OnStartTouch"->"Logic_script"->"RunScriptCode"->"paradox()"

Code: Select all
function paradox()
{
ppos <- EntityGroup[0].GetCenter()
mpos <- EntityGroup[1].GetCenter()

dx <- ppos.x - mpos.x
dy <- ppos.y - mpos.y
   
yaw <- atan2(dy, dx ) * 180 / 3.14159265

EntityGroup[1].SetAngles( 0 ,yaw, 0 )
}

EntityGroup[1] being the turret and EntityGroup[0] being the monitor. You can set the entity groups within the logic_script.

?????????????????????????????TWP Releases | My Workshop

Nice thank you :) I guess i should start learning about scripts now... ;)

Mostly lurking