Mozz_Gaming

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Oct 9, 2015
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I’m currently in the process in building a death run map (had freezing issues with it but that was fixed in another thread :p)

I am trying to build a mini game where the death is a final boss and controls a laser to point at the runners.

The problem is this, I know that I would have to use a game_ui entity but how would I make it move the info_target so that the death can control the laser or is there another way? I don’t want it to be some trigger saying to parent the info_target to the activating player as I want the death to have free choice on who he aims at.

Is this possible to do or would I need to change what he uses to aim or the mini game entirely?
 

The ImprovisE!

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Dec 13, 2016
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tr_walkway_rc2 uses interesting sets of controls down at bot spawning place thingy. you can sorta make battleships type of targeting system. Manual ""free form" like wrangler targetting is just too much work even if it is possible.
Don't know the exact specifics, you would need to decompile and find out yourself.
I guess func_movelinear is involved to some degree.

Or parent trigger to rotating entity which kills anything it touches.It can be enabled for split second and disable itself for remote detonation kill. kind of like tank barrel.
 
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DrSquishy

we've all had better times to die
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Feb 10, 2017
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A map that uses a movement system that I found very interesting was dr_winterhill_final. This map's end minigame uses the death's movement to move a nuke that will drop in a certain place due to how the death moves. Might be worth checking that out if the system is to your liking.
 

Izotope

Sourcerer
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May 13, 2013
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A map that uses a movement system that I found very interesting was dr_winterhill_final. This map's end minigame uses the death's movement to move a nuke that will drop in a certain place due to how the death moves. Might be worth checking that out if the system is to your liking.
wintervalley*
winterhill has no minigames
 

Mozz_Gaming

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Oct 9, 2015
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A map that uses a movement system that I found very interesting was dr_winterhill_final. This map's end minigame uses the death's movement to move a nuke that will drop in a certain place due to how the death moves. Might be worth checking that out if the system is to your liking.
Dr_wintervalley_final is where I found out about game_ui it’s just that they used phys_thusters on a prop physics missile
 

Mozz_Gaming

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Oct 9, 2015
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tr_walkway_rc2 uses interesting sets of controls down at bot spawning place thingy. you can sorta make battleships type of targeting system. Manual ""free form" like wrangler targetting is just too much work even if it is possible.
Don't know the exact specifics, you would need to decompile and find out yourself.
I guess func_movelinear is involved to some degree.

Or parent trigger to rotating entity which kills anything it touches.It can be enabled for split second and disable itself for remote detonation kill. kind of like tank barrel.
I’ll be sure to look into that, thanks :)
 

Mozz_Gaming

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Oct 9, 2015
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Okay, I was able to change the boss fight to a tank sort of thing like how the bull dozer is controlled in dr_safety_first buy now the problem is that the death player keeps clipping out of it, they spawn in the tank and had both clip brushes and glass on them or around them but they won’t move with the tank :/
 

Izotope

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May 13, 2013
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I'm assuming the player is supposed to mount your object while stationary and not while moving, in this case it doesn't matter if the destination is static.
 

Mozz_Gaming

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Oct 9, 2015
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I'm assuming the player is supposed to mount your object while stationary and not while moving, in this case it doesn't matter if the destination is static.
hmm okay, cause I've changed the glass the player is meant to stay in into a physbox but they still clip out of it (before it was a func_brush). is there a way maybe to make the players camera be placed in a different camera?
 

The ImprovisE!

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Dec 13, 2016
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I think moving a player inside an object of this size has been problematic, from what i've seen. Maps with big airships always have someone fall out of it. Don't really know a good way to support this sctructure, except having a beefy invisible player clip brush outside that makes it harder to do so (won't fix the problem all together).

Another way may be, and this is strictly theoretical (haven't tested this) to have a brush enable push on player on the same direction it's traveling to cancel out the drag of the structure at the same time he starts moving. But this may result in even bigger jitters on screen.
You can try to move players on the opposite direction from tank with the escalator type thingy (func_conveyor).
I remember old Counter strike had cars which were quite reliable in their build, but i don't know how they were built. You did have a bit of space around the player because he is "dragged" behind in a way.

Can players spawn on top of player clip? Maybe the player spawned is stuck inside clip and is thrown outside when it starts to move.
There is no sure way to make this work flawlessly without experimentation. You will have to dedicate a bit of time to troubleshoot and discover how things work exactly.
Try changing one thing at a time and make it work.
 

Izotope

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May 13, 2013
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You mentioned safety first, because players get parented to the bulldozer.
 

Izotope

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May 13, 2013
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I just told you how it's done there.
Players touch a trigger, get teleported inside the dozer and parented to it, and then they can control it.
 

Mozz_Gaming

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Oct 9, 2015
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I just told you how it's done there.
Players touch a trigger, get teleported inside the dozer and parented to it, and then they can control it.
Soz my bad, after a few days of tinkering in the SDK it finally worked but i also needed a func_tracktrain parented to the physbox too so that the player doesn't clip inside of it. thanks :)