i want a moving entity to rotate that it “looks” at you …
faceangles does not rotate additional e.g. 90 degrees but rotates to the 90 degree direction of radiant, i am afraid…
i read about gotomarker <targetname> [accel/deccel] [turntotarget] [wait] [relative <target_position>] …
this command is supposed to be capable rotating towards something… but i tried alot and could not figure out how it works cause it did not rotate anyway
turn to target
[QUOTE=isbowhten;179049]i want a moving entity to rotate that it “looks” at you …
faceangles does not rotate additional e.g. 90 degrees but rotates to the 90 degree direction of radiant, i am afraid…
i read about gotomarker <targetname> [accel/deccel] [turntotarget] [wait] [relative <target_position>] …
this command is supposed to be capable rotating towards something… but i tried alot and could not figure out how it works cause it did not rotate anyway[/QUOTE]
Hm… what are you trying to make
?
xD no xD … a little bit easier…
at first i wanted to have a ghost killing you if you stand too near to him AND he pushes you towards him…
that was not possible… for moving purpose the multiples needed origin keys => the multiple + the origin of the target entity of the pushers were the same => nothing… (perhaps i only made something wrong)
i thought it is not possible… so now the ghost should look into your direction if yyou are near enough and it kills everything he looks like xD …
the only possibility not to die is not to be seen by him or kill him what affects on you with a little bit of damage.
the problem is that 90 degrees are always the same … it is NOT depending on the recent angles…
=> i does not work if i want the ghost to move in more than one direction ^^ (if he moves round corners)
lol Indy 
@and Isbo, u could maybe try to play with shaders, there is some parameter, that makes texture alligned on brush allways face the player (just take a look on shader-manual, I don’t remember which parameter is it: http://www.heppler.com/shader/ )
an entity should “look” at you…
if you are behind it it sould turn around… if you are on one of the sides it should roatete 90 degrees… if you are in the front it , off course, should rotate 0 degree…
and a trigger_hurt rotates with that entity (they have the same scriptname -> same movement)…
=>everyone seen by the entity (should be a ghost if finished) gets killed
the only way I see, is create many (or just 4)trigger_multiple from all sides of the ghost(script_mover)
so if u have player in trigger it calls a part of script, making ghost facing it
i have those multiples… but i need a command making the entity “looking” at me…
faceangles 90 is always the same direction … so if the ghost walks round a corner 90 degrees are still the same direction => i cant turn it 90 degress, only face it in radiants 90 degree direction…
(x/y view up to the top).
gotomarker combined with turntotarget should be able to help… but i cant figure it out
uh u can faceangels all 360 degrees…
so if u have 4 trigger_multiples, just make it every time: 0, 90, 180, 270…
edit:… ah the ghost isn’t tsatic… ummmmmmmm
accums. accums 
dunno if u can connect all trigger_multiples to script_mover… but if yes, than just make them move together with ghost, and with checking the accums u can make them face the right direction
like for example: first time facing, after triggered, in 90 degrees, and after ghost move around corner(change accum) make it facing(check accum) in 180 or wat ever(depends on degrees of corner, he moves around)
yes i can face all angles but 0 degrees are e.g. ALWAYS ------->(right) - that direction…
if ghost moves:
(right , then down)
-> -> -> | then 0 degrees are always left...
v while moving to the right it has to rotate to the left (0 degrees) if i am
| behind.
v while moving down it has to turn left (0 degrees) if i am standing right to it
edit: a little bit faster replying and we could start to use an instant messenger 
ya lol 
but maybe u need to allways bring ghost(script mover)to previous position, cause if it has turned, than turning again will be another degree… or
just maybe make accums set 0, after every time it turned, so it could be easy, I think
lol it is possible but hard to annoying to script… cause you have to compare to accums… the previous and the actual …
i am open to any other solution xD i am soo lazy… if there is anywhere a more simple solution e.g. make gotomakrker command work it would be great (it that command work i also could add lots of multiples without adding annoying scripting…)
if u wanan make such complicated thing, than u need also a bit complex script…
I believe that sprites always face the player, but I dont know if you can attach them to a mover so it stays with the trigger.
IIRC models can be used that yaw towards the player, and you can use that model with a mover, so the desired effect is possible.
now you attachtotag the trigger hurt and it should way with the model.
but thats IIRC(haven’t mapped for a year).
murka10 i think the effect you describe with the model changing its angle to face the player is a similar effect to how a sprite behaves so it is always facing the player. the downside is that the sprite/model is always facing the client rendering the game e.g. in multi player environment the same sprite/model is facing a unique direction for each player
because of this i believe you could not attach a trigger hurt at the direction the sprite/model is facing is entirely client side
i think what you are trying to do is to try and create the kind of behaviour that you would get from a AI. remember that is a reason why AI are made in the game code. Since you mention corners its sounds like you are going to have to have some kind of navigation system. IMO this is where you will get the biggest problems since tank entites (and i am assuming the only way you are going to get close to this is using a tank entity) are only solid to the player, they will freely move though geometary
it is however fairly simple to have a entity point to a position. you cannot directly point to a player but can place several trigger multiples so it can turn to the player approximate position. however because its multi player several triggers could be fired at once. big problems here, this is also a problem with your current idea of how to work it.
its also possible to point a tank to face another tank entity (like the AT gun in Venice)
i think you seriously need to tone down the ideas here. a few of the features you have mentioned could possibly be implemented but to get everything working at once i think is imposible
if you were to provide some diagrams of the map area you want this entity to work in would help as there are little tricks and tips we could use depending on the layout of the map e.g. making a ghost move around in a tight sections of corridors is very different to a large open area
the ghost just follows splines and should look at you if yiou are near…
so i do not want a AI xD
i nerver hera about that IIRC thing and never heard about sprites…
what is that tank thing in venice?
what does the AT gun do?
however… i could also make a moving hurt entity attached to the mover and set only that one in the multiple you are to default… so perhaps i can use that sprites thing…
so what i mean is… i could use a sprite, cause the facing of the player does not have an effect on the hurt entity but the multiples activate the referring hurt entities.
so if anyone can explain sprites to me?
