Mover/Hurt


(Ex0|]uS) #1

is it possible to have a script_mover that is a trigger_hurt??
so like have some fire move around and hurt whoever gets in the way
would it also be possible to have a script_mover / trigger_objective_info??


(zl1corvette) #2

you can definately have a script_mover/toi, I would guess you could also have a trigger_hurt. Anyway what you need to do is use the attachtotag command in a script to attach an entity (your trigger) to a tag in a model which is part of your scriptmover. Make sure to give your trigger an origin brush so it knows how to attach. If your mover is just brushes I think someone made a model of just tags for this purpose.


(Shaderman) #3

is it possible to have a script_mover that is a trigger_hurt??

yes

would it also be possible to have a script_mover / trigger_objective_info??

don’t know :slight_smile:

[EDIT] zl1corvette was faster

Anyway what you need to do is use the attachtotag command in a script to attach an entity (your trigger) to a tag in a model which is part of your scriptmover.
I did this before and it works. Anyway, I read about an easier solution. Try to give the script_mover and the trigger_hurt the same targetname (didn’t test this way)

[/EDIT]


(Ex0|]uS) #4

yea, my script_mover is made of just brushes, so how would i get that to work, or where would i get those tags


(zl1corvette) #5

Shaderman’s solution is definately easier, you would do something like this…

-make your script_mover give it some targetname/scriptname (don’t forget your origin brush)
-make your trigger_hurt give it the same targetname/scriptname (again origin brush)
-put your followspline commands in your script as if you were just moving your script_mover and your trigger_hurt will follow it around.

I don’t know if this will work with things like setrotation or face angles, but I would guess it would.