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player following devices and player-relative turning?

Ok, as most of you know, Glados and Wheatley will turn themselves

Spoiler
even when Wheatley is in Glados's body
and I want to know how to do that. Is it just an invisible brush that follows the player that the npc is turned to? I really want to know because I have an animated Glados in my map, and She needs a lot of refining.

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

Ever heard of decompiling? That is how I learned how to do it.

They used a func_tank which the actor's model was parented to. You will have to add an output though to set what target the tank will look at though (in this case '!player')

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

1. I have actually never heard of decompiling in a relative subject to mapping. does it open the BSP as a vmf?

2. thank you! huge help there! but I have Glados fold out of a ceiling panel and come down using some path_tracks and a func_tracktrain. would the parenting be in this order?:

(in the format of:)
(>parent entity)
(>daughter entity)

________________
>func_tracktrain
>func_tank

>func_tank
>Glados_base (prop_dynamic)

>Glados_base (prop_dynamic)
>Glados_body (prop_dynamic)

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

darn it i reposted. How do I delete this?

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
CamBen wrote:
1. I have actually never heard of decompiling in a relative subject to mapping. does it open the BSP as a vmf?

Thats exactly what decompiling means. Give it a try sometime.

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

BAM!

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I think in terms of boolean variables. Generally, it makes things easier.