Using func_tanks in HL2: DM

Using func_tanks in HL2: DM

Re: Using func_tanks in HL2: DM Posted by Nanodeath on Wed Dec 22nd 2004 at 5:57am
Nanodeath
356 posts
Posted 2004-12-22 5:57am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Ok, still working on the snow map here...adding some interesting features, too :wink: In this case it's a turret that fires...snowballs! Technical issues aside, the snowballs are firing correctly and in the correct direction, albeit starting a little above where they should (I should just lower that...) but the funny thing is that I have the func_tank bullets to None (i.e. 0) and it does something strange. It fires whatever gun you're currently equipped with, at a very fast rate (3x or more the usual speed), while not draining your actual ammo or forcing you to reload the gun. So the turret fires snowballs and spits out bullets like a minigun (with the SMG selected). Any ideas? Is this a bug? Doesn't seem like any of the other settings should matter, but I can post them if someone wants me to.
Re: Using func_tanks in HL2: DM Posted by Baddog on Wed Dec 22nd 2004 at 5:58am
Baddog
79 posts
Posted 2004-12-22 5:58am
Baddog
member
79 posts 8 snarkmarks Registered: Dec 6th 2004 Location: Portland,Oregon USA
lol no clue man
Re: Using func_tanks in HL2: DM Posted by Nickelplate on Wed Dec 22nd 2004 at 6:04am
Nickelplate
2770 posts
Posted 2004-12-22 6:04am
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
i bet its a bug, d00d. sorry, i can't think of anything on this one... other than MAYBE the turret is somehow not set up right and... nevermind, I'm stumped... wait for the patch!!!
Re: Using func_tanks in HL2: DM Posted by Nanodeath on Wed Dec 22nd 2004 at 6:19am
Nanodeath
356 posts
Posted 2004-12-22 6:19am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Thanks guys, but by some stroke of luck I actually figured it out! Here are their values for the Bullets option:

0 - None
1 - Pistol
2 - SMG1
3 - AR2
4 - Laser

but the actual values, with this build at least, are

0 - glitch (as previously described)
1-4 same as above
5 (type in) - None

So by setting Bullets to 5 the gun doesn't shoot anything -- as I want it to. Actually it might be anything above 4, but I'm too lazy to check and it doesn't really matter :wink:
Re: Using func_tanks in HL2: DM Posted by omegaslayer on Wed Dec 22nd 2004 at 6:29am
omegaslayer
2481 posts
Posted 2004-12-22 6:29am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
But does it cause dammage to other people, I think I remember reading that the gun animation works, but no one takes dammage.
Re: Using func_tanks in HL2: DM Posted by Nanodeath on Wed Dec 22nd 2004 at 6:32am
Nanodeath
356 posts
Posted 2004-12-22 6:32am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
This isn't a model, this is a plain ol' HL1-style func_tank. And it would appear that scatter-brained me spoke too soon, as I don't recall changing anything (especially not the Bullets option) and it's not working again.
Re: Using func_tanks in HL2: DM Posted by Nanodeath on Wed Dec 22nd 2004 at 7:55am
Nanodeath
356 posts
Posted 2004-12-22 7:55am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
For now I think I'll just set up a quick console command
workaround...since the play only has the grav gun, I can make it so it
removes that gun when he starts using the turret, and gives it back
when he's done...shrug