cp_Sentry_Sprint

Sniper_John_Uk

L1: Registered
Dec 23, 2007
19
0
cp_Sentry_Sprint
Sentries2.jpg

This is more of a proof of concept map, to debut the ability to pick up and carry sentry guns.
Teams spawn and have 30 seconds to set up around entry gates around the center area.
The round lasts for 6 minutes, and whichever team is in control of the CP at the end of the round scores the point.
The team that owns the CP has access to 2 sentries at the CP, which a player can pick up and carry with them.
Pick up a sentry by standing on the platform directly infront of it and look straight ahead, there is a little target decal to help this.
These sentries can be destroyed and cannot be upgraded.
Every 20 seconds the sentries are reset to their spawning location, to prevent camping, and to give other players a chance to pick them up.
Every 2 minutes the sentries are downgraded, making them less powerful, giving the attacking team more of a chance.

Because of the experimental nature of this map, there are several issues:

Currently the kills made by the sentries are not attributed to the player carrying them.
Currently, if the player carrying a sentry is killed, the sentry is not destroyed, and the player will respawn still holding the sentry (assuming the 20 second mark does pass pass in this interval.
Sentries do not collide with walls and floors, and can be held through walls and corners.
Sometimes some classes seem to have more trouble picking them up than others.
If the point is captured in the first 20 seconds, the sentries cannot be picked up untill after the 20 second mark.
 
Last edited:

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
Interesting idea.

It is possible to "attach" parented items to players on certain points with the input SetParentAttachment. Some values for this are eyes, head, and flag. Using this method, you could have an entity such as a trigger_multiple, that attaches itself to a certain point on a player. The sentry gun could then be parented to the trigger_multiple at the distance and angle desired. This would make it so the sentry gun is always attached the same way. You wouldn't need to use the trigger_look and it wouldn't matter what direction the player is facing when he gets the sentry. This might also solve the "some classes seem to have more trouble picking them up" issue.

To have it detect when the player holding it has died, give the trigger_multiple a OnEndTouchAll. When the player dies and his body becomes ragdoll, this output would be fired.

I don't think that it will be possible to have kills made by the sentries attributed to the player carrying them.