Brush Based Sentry prefab 2022-01-10
More accurately a system to point towards players, but it's a gun which aims at players and shoots
A brushed based sentrygun which will target and attack players of both teams by default.
There's a lot of ways you could use this so I recommend taking the vmf apart and seeing how it works, then deciding how you would or could use it in your own projects.
It doesn't even necessarily have to be a sentrygun, just something which looks at players.
No credit required.
Explanation:
When a player enters the trigger box, they have a non-rendered prop called [autogun_target] parented to them, specifically at the flag attachment point so it aims at roughly their center.
Then there's then a light_dynamic always pointing towards this prop called [autoturret_targetter]; this is the meat of the operation.
To do damage, a laser is enabled and is aimed towards [autogun_target]
The muzzle, audio, model is all aesthetic.
The only other important part of the system is the [autoturret_breakable] which is parented to the light_dynamic from earlier with its' origin set to the light_dynamic's position, this is so if you have a gun model it rotates around the light_dynamic's x,y,z point in space instead of rotating around its
There's a lot of ways you could use this so I recommend taking the vmf apart and seeing how it works, then deciding how you would or could use it in your own projects.
It doesn't even necessarily have to be a sentrygun, just something which looks at players.
No credit required.
Explanation:
When a player enters the trigger box, they have a non-rendered prop called [autogun_target] parented to them, specifically at the flag attachment point so it aims at roughly their center.
Then there's then a light_dynamic always pointing towards this prop called [autoturret_targetter]; this is the meat of the operation.
To do damage, a laser is enabled and is aimed towards [autogun_target]
The muzzle, audio, model is all aesthetic.
The only other important part of the system is the [autoturret_breakable] which is parented to the light_dynamic from earlier with its' origin set to the light_dynamic's position, this is so if you have a gun model it rotates around the light_dynamic's x,y,z point in space instead of rotating around its