- Oct 19, 2017
- 119
- 10
OK, so, I wanted to make a map with a big scary turret thing that aims its big ol' energy beam shooty-mc-shoot gun at players as they come close. Ideally, I'd like it to be able to target the closest player as they become available, then shoot its beam of death at them. If a player breaks line-of-sight, it would repick the nearest target to focus on and shoot some more.
BUT
I wanted to make sure I could do something like this first. At its very most basic, the turret would be a block brush with a smaller brush entity at the top that dynamically aims itself at players as they get close. To therefore test this, I made a small map with a pyramid that is supposed to rotate to look at players as they enter the cube its in.
But, of course, I encountered some complications.
Currently, I have the pyramid being a func_brush parented to a point_viewcontrol at its origin. There is a handy-dandy info_target that gets parented to the head of a player by a logic_auto. The point_viewcontrol is set to point at the info_target, so, theoretically, as the point_viewcontrol rotates to look at the player, it should also rotate the pyramid.
But nope. Its annoyingly not doing what I want. Plus, I'm not even sure if it will switch to the closest player as I want it too if they die. It doesn't respect line of sight either, which I anticipate will require me to manually manage via a trigger multiple enveloping all areas that it can see too. (Though of course I wouldn't actually want to do this and if its possible to have it respect LOS that would be GREAT!)
I have included the BSP for experimentation on your own to see if the many much more gifted and/or experienced mappers on this site can get it work as I hope.
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Note: If this is in fact impossible, some assistance creating a satellite that flies up above and shoots explosive lasers down below would be greatly appreciated. It doesn't even have to move, it can be static if it absolutely has to. Again, I'm not the most experienced at this sort of thing. I don't even know how to make 3D skyboxes! XD
BUT
I wanted to make sure I could do something like this first. At its very most basic, the turret would be a block brush with a smaller brush entity at the top that dynamically aims itself at players as they get close. To therefore test this, I made a small map with a pyramid that is supposed to rotate to look at players as they enter the cube its in.
But, of course, I encountered some complications.
Currently, I have the pyramid being a func_brush parented to a point_viewcontrol at its origin. There is a handy-dandy info_target that gets parented to the head of a player by a logic_auto. The point_viewcontrol is set to point at the info_target, so, theoretically, as the point_viewcontrol rotates to look at the player, it should also rotate the pyramid.
But nope. Its annoyingly not doing what I want. Plus, I'm not even sure if it will switch to the closest player as I want it too if they die. It doesn't respect line of sight either, which I anticipate will require me to manually manage via a trigger multiple enveloping all areas that it can see too. (Though of course I wouldn't actually want to do this and if its possible to have it respect LOS that would be GREAT!)
I have included the BSP for experimentation on your own to see if the many much more gifted and/or experienced mappers on this site can get it work as I hope.
-----
Note: If this is in fact impossible, some assistance creating a satellite that flies up above and shoots explosive lasers down below would be greatly appreciated. It doesn't even have to move, it can be static if it absolutely has to. Again, I'm not the most experienced at this sort of thing. I don't even know how to make 3D skyboxes! XD