Moving with players LOS


(Higgins) #1

Is it at all possible to tag a scriptmover to a players head, but to keep that script mover where it is, in the game. I was thinking of creating an auto sentry for my map, that axis can build, but i needto know if the above can be done.

I really just need a scriptmover to follow the movement of a player.


(nikita) #2

lmfao if its possable i wanna try 2 :smiley:


(Ifurita) #3

Nope, there are no inputs provided to the map/script that let you do this. The only solution I’ve found is a fake, which activates a trigger_hurt + sounds whenever a player is in an area


(nUllSkillZ) #4

Drakir has made something like an autosentry in one of his maps.
Actually it only looks like one.
And I guess it works like Ifurita has said.


(Higgins) #5

well thats what i was going to do, but i would have liked it to follow the player, oh well, maybe i should just have it rotate left to right.


(Yatta_Yatta-O_o) #6

Well you can still do a lot of triggers in the zone covered by the sentry, when a player enters one of the triggers, the trigger script points the sentry in this direction. Then you can fire some fx & sound, and along with a trigger hurt that can do the trick.
It might be quite a lot of work however, depending on the size on the zone to cover, and the precision look you want for the sentry =)


(Higgins) #7

its going in a radio room which is at the end of the hall, with little alleys to walk down to look at the equipment, so it wouldnt need so many triggers :), i like that idea.


(nUllSkillZ) #8

The AT gun in venice is something similar.
Try to search the forums.
I think Chavo One has written something here in the forums about the gun.


(Ifurita) #9

That AT gun also fired at a single slow moving target on a predictable, game controlled path. I think replicating the same mechanic on a smaller scale, with multiple, fast moving, random, player controlled targets might be problematic.


(Higgins) #10

What ive done, is set up trigger zones where the gun can see, and these will harm players that step into them. I will add an alpha image of a gun flash which will be triggered to go invisible and visible to create a gun flare. Ill be posting about the map iam working on sooner or later, and you will be able to see the results.


(codejockey13) #11

You should be able to have a player on a script mover. After all isn’t the player just a model? It shouldn’t be that tough. Make your script mover and then use the model2 key and point that to the model directory where the player models are. You may have to peek into the games base pk3’s to find the model directory. etmain/models/players … You will probably need more than one script mover as I think the player models are pieced together.